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C++ FMenuBuilder::PushExtender方法代码示例

本文整理汇总了C++中FMenuBuilder::PushExtender方法的典型用法代码示例。如果您正苦于以下问题:C++ FMenuBuilder::PushExtender方法的具体用法?C++ FMenuBuilder::PushExtender怎么用?C++ FMenuBuilder::PushExtender使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FMenuBuilder的用法示例。


在下文中一共展示了FMenuBuilder::PushExtender方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FillMenu

void FLevelEditorContextMenu::FillMenu( FMenuBuilder& MenuBuilder, TWeakPtr<SLevelEditor> LevelEditor, LevelEditorMenuContext ContextType, TSharedPtr<FExtender> Extender )
{
	// Generate information about our selection
	TArray<AActor*> SelectedActors;
	GEditor->GetSelectedActors()->GetSelectedObjects<AActor>( SelectedActors );

	FSelectedActorInfo& SelectionInfo = FLevelEditorContextMenuImpl::SelectionInfo;
	SelectionInfo = AssetSelectionUtils::BuildSelectedActorInfo( SelectedActors );

	// Get all menu extenders for this context menu from the level editor module
	FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>( TEXT("LevelEditor") );
	TArray<FLevelEditorModule::FLevelViewportMenuExtender_SelectedActors> MenuExtenderDelegates = LevelEditorModule.GetAllLevelViewportContextMenuExtenders();

	TArray<TSharedPtr<FExtender>> Extenders;
	if(Extender.IsValid())
	{
		Extenders.Add(Extender);
	}

	auto LevelEditorActions = LevelEditor.Pin()->GetLevelEditorActions().ToSharedRef();
	for (int32 i = 0; i < MenuExtenderDelegates.Num(); ++i)
	{
		if (MenuExtenderDelegates[i].IsBound())
		{
			Extenders.Add(MenuExtenderDelegates[i].Execute(LevelEditorActions, SelectedActors));
		}
	}

	MenuBuilder.PushCommandList(LevelEditorActions);
	MenuBuilder.PushExtender(FExtender::Combine(Extenders).ToSharedRef());

	TArray<TWeakObjectPtr<UObject>> LabelObjects;
	for ( FSelectionIterator SelItor(*GEditor->GetSelectedActors()) ; SelItor ; ++SelItor )
	{
		LabelObjects.Add(*SelItor);
	}

	// Check if current selection has any assets that can be browsed to
	TArray< UObject* > ReferencedAssets;
	GEditor->GetReferencedAssetsForEditorSelection( ReferencedAssets );

	const bool bCanSyncToContentBrowser = GEditor->CanSyncToContentBrowser();

	if( bCanSyncToContentBrowser || ReferencedAssets.Num() > 0 )		
	{
		MenuBuilder.BeginSection("ActorAsset", LOCTEXT("AssetHeading", "Asset") );
		{
			if( bCanSyncToContentBrowser )
			{
				MenuBuilder.AddMenuEntry( FGlobalEditorCommonCommands::Get().FindInContentBrowser );
			}

			if( ReferencedAssets.Num() == 1 )
			{
				auto Asset = ReferencedAssets[0];

				MenuBuilder.AddMenuEntry( 
					FLevelEditorCommands::Get().EditAsset,
					NAME_None,
					FText::Format( LOCTEXT("EditAssociatedAsset", "Edit {0}"), FText::FromString( Asset->GetName() ) ),
					TAttribute<FText>(),
					FSlateIcon( FEditorStyle::GetStyleSetName(), FClassIconFinder::FindIconNameForClass( Asset->GetClass() ) )
					);
			}
			else if ( ReferencedAssets.Num() > 1 )
			{
				MenuBuilder.AddMenuEntry( 
					FLevelEditorCommands::Get().EditAssetNoConfirmMultiple,
					NAME_None,
					LOCTEXT("EditAssociatedAssetsMultiple", "Edit Multiple Assets"),
					TAttribute<FText>(),
					FSlateIcon( FEditorStyle::GetStyleSetName(), "ClassIcon.Default" )
					);

			}

			MenuBuilder.AddMenuEntry( FGlobalEditorCommonCommands::Get().ViewReferences );

		}
		MenuBuilder.EndSection();
	}


	MenuBuilder.BeginSection( "ActorControl", LOCTEXT("ActorHeading", "Actor") );
	{
		MenuBuilder.AddMenuEntry( FEditorViewportCommands::Get().FocusViewportToSelection );
		MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().SnapCameraToActor );
	}
	MenuBuilder.EndSection();

	// Go to C++ Code
	if( SelectionInfo.SelectionClass != NULL )
	{
		if ( FSourceCodeNavigation::IsCompilerAvailable())
		{
			FString ClassHeaderPath;
			if( FSourceCodeNavigation::FindClassHeaderPath( SelectionInfo.SelectionClass, ClassHeaderPath ) && IFileManager::Get().FileSize( *ClassHeaderPath ) != INDEX_NONE )
			{
				const FString CodeFileName = FPaths::GetCleanFilename( *ClassHeaderPath );

//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,代码来源:LevelEditorContextMenu.cpp

示例2: BuildContextMenu

void FSequencerObjectBindingNode::BuildContextMenu(FMenuBuilder& MenuBuilder)
{
	ISequencerModule& SequencerModule = FModuleManager::GetModuleChecked<ISequencerModule>("Sequencer");

	UObject* BoundObject = GetSequencer().FindSpawnedObjectOrTemplate(ObjectBinding);

	TSharedRef<FUICommandList> CommandList(new FUICommandList);
	TSharedPtr<FExtender> Extender = SequencerModule.GetObjectBindingContextMenuExtensibilityManager()->GetAllExtenders(CommandList, TArrayBuilder<UObject*>().Add(BoundObject));
	if (Extender.IsValid())
	{
		MenuBuilder.PushExtender(Extender.ToSharedRef());
	}

	if (GetSequencer().IsLevelEditorSequencer())
	{
		UMovieScene* MovieScene = GetSequencer().GetFocusedMovieSceneSequence()->GetMovieScene();
		FMovieSceneSpawnable* Spawnable = MovieScene->FindSpawnable(ObjectBinding);

		if (Spawnable)
		{
			MenuBuilder.AddSubMenu(
				LOCTEXT("OwnerLabel", "Spawned Object Owner"),
				LOCTEXT("OwnerTooltip", "Specifies how the spawned object is to be owned"),
				FNewMenuDelegate::CreateSP(this, &FSequencerObjectBindingNode::AddSpawnOwnershipMenu)
			);

			MenuBuilder.AddMenuEntry( FSequencerCommands::Get().ConvertToPossessable );
		}
		else
		{
			const UClass* ObjectClass = GetClassForObjectBinding();
			
			if (ObjectClass->IsChildOf(AActor::StaticClass()))
			{
				FFormatNamedArguments Args;

				MenuBuilder.AddSubMenu(
					FText::Format( LOCTEXT("Assign Actor ", "Assign Actor"), Args),
					FText::Format( LOCTEXT("AssignActorTooltip", "Assign an actor to this track"), Args ),
					FNewMenuDelegate::CreateRaw(&GetSequencer(), &FSequencer::AssignActor, ObjectBinding));
			}

			MenuBuilder.AddMenuEntry( FSequencerCommands::Get().ConvertToSpawnable );
		}

		MenuBuilder.AddMenuEntry(
			LOCTEXT("Import FBX", "Import..."),
			LOCTEXT("ImportFBXTooltip", "Import FBX animation to this object"),
			FSlateIcon(),
			FUIAction(
				FExecuteAction::CreateLambda([=]{ GetSequencer().ImportFBX(); })
			));

		MenuBuilder.AddMenuEntry(
			LOCTEXT("Export FBX", "Export..."),
			LOCTEXT("ExportFBXTooltip", "Export FBX animation from this object"),
			FSlateIcon(),
			FUIAction(
				FExecuteAction::CreateLambda([=]{ GetSequencer().ExportFBX(); })
			));

		MenuBuilder.BeginSection("Organize", LOCTEXT("OrganizeContextMenuSectionName", "Organize"));
		{
			MenuBuilder.AddSubMenu(
				LOCTEXT("LabelsSubMenuText", "Labels"),
				LOCTEXT("LabelsSubMenuTip", "Add or remove labels on this track"),
				FNewMenuDelegate::CreateSP(this, &FSequencerObjectBindingNode::HandleLabelsSubMenuCreate)
			);
		}
		MenuBuilder.EndSection();
	}

	FSequencerDisplayNode::BuildContextMenu(MenuBuilder);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:74,代码来源:SequencerObjectBindingNode.cpp


注:本文中的FMenuBuilder::PushExtender方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。