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C++ FToolBarBuilder类代码示例

本文整理汇总了C++中FToolBarBuilder的典型用法代码示例。如果您正苦于以下问题:C++ FToolBarBuilder类的具体用法?C++ FToolBarBuilder怎么用?C++ FToolBarBuilder使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了FToolBarBuilder类的15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: Apply

void FExtender::Apply( FName ExtensionHook, EExtensionHook::Position HookPosition, FToolBarBuilder& ToolBarBuilder ) const
{
	for( auto ExtensionIt( Extensions.CreateConstIterator() ); ExtensionIt; ++ExtensionIt )
	{
		const auto& Extension = *ExtensionIt;
		if( Extension->GetType() == EExtensionType::ToolBar && Extension->Hook == ExtensionHook && Extension->HookPosition == HookPosition )
		{
			const auto& ToolBarExtension = StaticCastSharedPtr< const FToolBarExtension >( Extension );

			if ( Extension->CommandList.IsValid() )
			{
				// Push the command list needed for this extension's menu items
				ToolBarBuilder.PushCommandList( Extension->CommandList.ToSharedRef() );
			}

			// Extend the menu!
			ToolBarExtension->ToolBarExtensionDelegate.ExecuteIfBound( ToolBarBuilder );

			if ( Extension->CommandList.IsValid() )
			{
				// Restore the original command list
				ToolBarBuilder.PopCommandList();
			}
		}
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:26,代码来源:MultiBoxExtender.cpp

示例2: FillToolbar

		static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> AddEmitterBox)
		{
			ToolbarBuilder.BeginSection("AddEmitter");
			{
				ToolbarBuilder.AddWidget(AddEmitterBox);
			}
			ToolbarBuilder.EndSection();
		}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:8,代码来源:NiagaraEffectEditor.cpp

示例3: FillToolbar

		static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> CompileBox)
		{
			ToolbarBuilder.BeginSection("Compile");
			{
				ToolbarBuilder.AddWidget(CompileBox);
			}
			ToolbarBuilder.EndSection();
		}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:8,代码来源:NiagaraEditor.cpp

示例4: ExtendToolbar

		static void ExtendToolbar(FToolBarBuilder& ToolbarBuilder)
		{
			ToolbarBuilder.BeginSection("Skeleton");
			{
				ToolbarBuilder.AddToolBarButton(FSkeletonEditorCommands::Get().AnimNotifyWindow);
				ToolbarBuilder.AddToolBarButton(FSkeletonEditorCommands::Get().RetargetManager, NAME_None, LOCTEXT("Toolbar_RetargetManager", "Retarget Manager"));
				ToolbarBuilder.AddToolBarButton(FSkeletonEditorCommands::Get().ImportMesh);
			}
			ToolbarBuilder.EndSection();
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:10,代码来源:SkeletonEditor.cpp

示例5: AddTargetSetToolbarButtons

void FOneSkyLocalizationServiceProvider::AddTargetSetToolbarButtons(FToolBarBuilder& ToolbarBuilder, TWeakObjectPtr<ULocalizationTargetSet> InLocalizationTargetSet, TSharedRef< FUICommandList > CommandList)
{
	CommandList->MapAction(FOneSkyLocalizationTargetEditorCommands::Get().ImportAllTargetsAllCulturesForTargetSetFromOneSky, FExecuteAction::CreateRaw(this, &FOneSkyLocalizationServiceProvider::ImportAllTargetsForTargetSetFromOneSky, InLocalizationTargetSet));
	ToolbarBuilder.AddToolBarButton(FOneSkyLocalizationTargetEditorCommands::Get().ImportAllTargetsAllCulturesForTargetSetFromOneSky, NAME_None, TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.ImportLatestFromLocalizationService"));

	// Don't add "export all" button for the engine target set
	if (InLocalizationTargetSet.IsValid() && InLocalizationTargetSet->TargetObjects.Num() > 0 && !(InLocalizationTargetSet->TargetObjects[0]->IsMemberOfEngineTargetSet()))
	{
		CommandList->MapAction(FOneSkyLocalizationTargetEditorCommands::Get().ExportAllTargetsAllCulturesForTargetSetFromOneSky, FExecuteAction::CreateRaw(this, &FOneSkyLocalizationServiceProvider::ExportAllTargetsForTargetSetToOneSky, InLocalizationTargetSet));
		ToolbarBuilder.AddToolBarButton(FOneSkyLocalizationTargetEditorCommands::Get().ExportAllTargetsAllCulturesForTargetSetFromOneSky, NAME_None, TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.ImportLatestFromLocalizationService"));
	}
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:12,代码来源:OneSkyLocalizationServiceProvider.cpp

示例6: FillToolbar

		static void FillToolbar(FToolBarBuilder& ToolbarBuilder)
		{
			ToolbarBuilder.BeginSection("Toolbar");
			{
				ToolbarBuilder.AddToolBarButton(FSoundCueGraphEditorCommands::Get().PlayCue);

				ToolbarBuilder.AddToolBarButton(FSoundCueGraphEditorCommands::Get().PlayNode);

				ToolbarBuilder.AddToolBarButton(FSoundCueGraphEditorCommands::Get().StopCueNode);
			}
			ToolbarBuilder.EndSection();
		}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:12,代码来源:SoundCueEditor.cpp

示例7: AddEpicSurveyNotifier

void FEpicSurvey::AddEpicSurveyNotifier( FToolBarBuilder& ToolBarBuilder )
{
	if ( ActiveSurvey.IsValid() )
	{
		ToolBarBuilder.AddWidget( SNew( SSurveyNotification, SharedThis(this), ActiveSurvey.ToSharedRef() ) );
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:7,代码来源:EpicSurvey.cpp

示例8: add_skookum_button_to_blueprint_tool_bar

void FSkookumScriptEditor::add_skookum_button_to_blueprint_tool_bar(FToolBarBuilder & builder)
  {
  #define LOCTEXT_NAMESPACE "BlueprintEditorToolBar"

    FSlateIcon icon_brush = FSlateIcon(FSkookumStyles::GetStyleSetName(), "SkookumScriptEditor.ShowIDE", "SkookumScriptEditor.ShowIDE.Small");
    builder.AddToolBarButton(FSkookumScriptEditorCommands::Get().m_skookum_button, NAME_None, LOCTEXT("SkookumButton_Override", "Show in IDE"), LOCTEXT("SkookumButton_ToolTipOverride", "Summons the Skookum IDE and navigates to the related class or method/coroutine"), icon_brush, NAME_None);

  #undef LOCTEXT_NAMESPACE
  }
开发者ID:marynate,项目名称:SkookumScript-UnrealEngine-1,代码行数:9,代码来源:SkookumScriptEditor.cpp

示例9: AddToolbarExtension

void ModoMaterialImporterModule::AddToolbarExtension(FToolBarBuilder &builder)
{
#define LOCTEXT_NAMESPACE "LevelEditorToolBar"

	UE_LOG(ModoMaterialImporter, Log, TEXT("Starting Extension logic"));

	FSlateIcon IconBrush = FSlateIcon(ModoMaterialImporterStyle::Get()->GetStyleSetName(), "Plugins.ButtonIcon");

	builder.AddToolBarButton(ModoMaterialImporterCommands::Get().Button, NAME_None, LOCTEXT("Button_Override", "Modo Material"), LOCTEXT("Button_ToolTipOverride", "Load a modo XML material"), IconBrush, NAME_None);

#undef LOCTEXT_NAMESPACE
}
开发者ID:JackCurran,项目名称:UnrealPlugin,代码行数:12,代码来源:ModoMaterialImporter.cpp

示例10: FillToolbar

void SBehaviorTreeBlackboardEditor::FillToolbar(FToolBarBuilder& ToolbarBuilder) const
{
	ToolbarBuilder.AddComboButton(
		FUIAction(
			FExecuteAction(),
			FCanExecuteAction::CreateSP(this, &SBehaviorTreeBlackboardEditor::CanCreateNewEntry)
			), 
		FOnGetContent::CreateSP(this, &SBehaviorTreeBlackboardEditor::HandleCreateNewEntryMenu),
		LOCTEXT( "New_Label", "New Key" ),
		LOCTEXT( "New_ToolTip", "Create a new blackboard entry" ),
		FSlateIcon(FEditorStyle::GetStyleSetName(), "BTEditor.Blackboard.NewEntry")
	);			
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:13,代码来源:SBehaviorTreeBlackboardEditor.cpp

示例11: FillToolbar

		static void FillToolbar(FToolBarBuilder& ToolbarBuilder)
		{
			ToolbarBuilder.BeginSection("Reset to default values.");
			{
				ToolbarBuilder.AddToolBarButton(FSubstanceEditorCommands::Get().ResetDefaultValues);
			}
			ToolbarBuilder.EndSection();

			ToolbarBuilder.BeginSection("Presets");
			{
				ToolbarBuilder.AddToolBarButton(FSubstanceEditorCommands::Get().ExportPreset);
				ToolbarBuilder.AddToolBarButton(FSubstanceEditorCommands::Get().ImportPreset);
			}
			ToolbarBuilder.EndSection();
		}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:15,代码来源:SubstanceEditor.cpp

示例12: AddToolbarButtons

		static void AddToolbarButtons( FToolBarBuilder& ToolbarBuilder )
		{
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().SaveTranslations, "SaveTranslations", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "AssetEditor.SaveAsset"));
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().PreviewAllTranslationsInEditor, "PreviewTranslationsInEditor", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.PreviewInEditor")); 
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().ImportLatestFromLocalizationService, "ImportLatestFromLocalizationService", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.ImportLatestFromLocalizationService"));
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().ExportToPortableObjectFormat, "ExportToPortableObjectFormat", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.Export"));
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().ImportFromPortableObjectFormat, "ImportFromPortableObjectFormat", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.Import"));
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().OpenSearchTab, "OpenSearchTab", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "TranslationEditor.Search"));
			if (GetDefault<UEditorExperimentalSettings>()->bEnableTranslationPicker)
			{
				ToolbarBuilder.AddWidget(SNew(STranslationWidgetPicker));
			}
		}
开发者ID:VZout,项目名称:Team6UnrealEngine,代码行数:19,代码来源:TranslationEditorMenu.cpp

示例13: FillEditorToolbar

void FCodeProjectEditorToolbar::FillEditorToolbar(FToolBarBuilder& ToolbarBuilder)
{
    TSharedPtr<FCodeProjectEditor> CodeProjectEditorPtr = CodeProjectEditor.Pin();

    ToolbarBuilder.BeginSection(TEXT("FileManagement"));
    {
        ToolbarBuilder.AddToolBarButton(FCodeProjectEditorCommands::Get().Save);
        ToolbarBuilder.AddToolBarButton(FCodeProjectEditorCommands::Get().SaveAll);
    }
    ToolbarBuilder.EndSection();

    // Only show the compile options on machines with the solution (assuming they can build it)
    if ( FSourceCodeNavigation::IsCompilerAvailable() )
    {
        ToolbarBuilder.BeginSection(TEXT("Build"));
        {
            struct Local
            {
                static void ExecuteCompile(TSharedPtr<FCodeProjectEditor> InCodeProjectEditorPtr)
                {
                    if(InCodeProjectEditorPtr->SaveAll())
                    {
                        FLevelEditorActionCallbacks::RecompileGameCode_Clicked();
                    }
                }
            };

            // Since we can always add new code to the project, only hide these buttons if we haven't done so yet
            ToolbarBuilder.AddToolBarButton(
                FUIAction(
                    FExecuteAction::CreateStatic(&Local::ExecuteCompile, CodeProjectEditorPtr),
                    FCanExecuteAction::CreateStatic(&FLevelEditorActionCallbacks::Recompile_CanExecute),
                    FIsActionChecked(),
                    FIsActionButtonVisible::CreateStatic(FLevelEditorActionCallbacks::CanShowSourceCodeActions)),
                NAME_None,
                NSLOCTEXT( "LevelEditorToolBar", "CompileMenuButton", "Compile" ),
                NSLOCTEXT( "LevelEditorActions", "RecompileGameCode_ToolTip", "Recompiles and reloads C++ code for game systems on the fly" ),
                FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Recompile")
            );
        }
        ToolbarBuilder.EndSection();
    }
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:43,代码来源:CodeProjectEditorToolbar.cpp

示例14: AddToolbarExtension

void FSSTBatchCombinerModule::AddToolbarExtension(FToolBarBuilder& Builder)
{
	Builder.AddToolBarButton(FSSTBatchCombinerCommands::Get().PluginAction);
}
开发者ID:opamp77,项目名称:SSTBatchCombiner,代码行数:4,代码来源:SSTBatchCombiner.cpp

示例15: FillToolbar

        static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> InterpolationBox, TSharedRef<SWidget> SpeedBox, TSharedRef<SWidget> SnapSettingBox)
        {
            ToolbarBuilder.BeginSection("CurveMode");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().AddKey);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Interpolation");
            {
                ToolbarBuilder.AddWidget(InterpolationBox);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Play");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().Play);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().PlayLoop);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().Stop);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().PlayReverse);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Camera");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().CreateCameraActor);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Speed");
            {
                ToolbarBuilder.AddWidget(SpeedBox);
            }
            ToolbarBuilder.EndSection();

            //ToolbarBuilder.BeginSection("History");
            //{
            //	ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().Undo);
            //	ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().Redo);
            //}
            //ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("SnapSetting");
            {
                ToolbarBuilder.AddWidget(SnapSettingBox);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Curve");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().ToggleCurveEditor);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Snap");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().ToggleSnap);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().ToggleSnapTimeToFrames);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().FixedTimeStepPlayback);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("View");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().FitSequence);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().FitViewToSelected);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().FitLoop);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().FitLoopSequence);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().ViewEndofTrack);
            }
            ToolbarBuilder.EndSection();

            ToolbarBuilder.BeginSection("Record");
            {
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().LaunchRecordWindow);
                ToolbarBuilder.AddToolBarButton(FMatineeCommands::Get().CreateMovie);
            }
            ToolbarBuilder.EndSection();
        }
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:79,代码来源:MatineeToolbars.cpp


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