本文整理汇总了C++中FToolBarBuilder::AddToolBarButton方法的典型用法代码示例。如果您正苦于以下问题:C++ FToolBarBuilder::AddToolBarButton方法的具体用法?C++ FToolBarBuilder::AddToolBarButton怎么用?C++ FToolBarBuilder::AddToolBarButton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类FToolBarBuilder
的用法示例。
在下文中一共展示了FToolBarBuilder::AddToolBarButton方法的13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: 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();
}
示例2: FillToolbar
static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> InputSnapWidget, TSharedRef<SWidget> OutputSnapWidget)
{
ToolbarBuilder.BeginSection("Curve");
{
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitHorizontal);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitVertical);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitAll);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitSelected);
}
ToolbarBuilder.EndSection();
ToolbarBuilder.BeginSection("Interpolation");
{
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicAuto);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicUser);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicBreak);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationLinear);
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationConstant);
}
ToolbarBuilder.EndSection();
ToolbarBuilder.BeginSection("Snap");
{
ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ToggleSnapping);
ToolbarBuilder.AddWidget(InputSnapWidget);
ToolbarBuilder.AddWidget(OutputSnapWidget);
}
ToolbarBuilder.EndSection();
}
示例3: 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();
}
示例4: 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"));
}
}
示例5: 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();
}
示例6: 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
}
示例7: 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();
}
}
示例8: 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
}
示例9: 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));
}
}
示例10: AddToolbarExtension
void FSSTBatchCombinerModule::AddToolbarExtension(FToolBarBuilder& Builder)
{
Builder.AddToolBarButton(FSSTBatchCombinerCommands::Get().PluginAction);
}
示例11: AddToolbarExtension
void FPLUGIN_NAMEModule::AddToolbarExtension(FToolBarBuilder& Builder)
{
Builder.AddToolBarButton(FPLUGIN_NAMECommands::Get().PluginAction);
}
示例12: AddToolbarButtons
static void AddToolbarButtons( FToolBarBuilder& ToolbarBuilder )
{
ToolbarBuilder.AddToolBarButton(
FTranslationEditorCommands::Get().SaveTranslations, "SaveTranslations", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "AssetEditor.SaveAsset"));
}
示例13: 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();
}