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C++ FToolBarBuilder::BeginSection方法代码示例

本文整理汇总了C++中FToolBarBuilder::BeginSection方法的典型用法代码示例。如果您正苦于以下问题:C++ FToolBarBuilder::BeginSection方法的具体用法?C++ FToolBarBuilder::BeginSection怎么用?C++ FToolBarBuilder::BeginSection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FToolBarBuilder的用法示例。


在下文中一共展示了FToolBarBuilder::BeginSection方法的8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: 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();
		}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:29,代码来源:CurveAssetEditor.cpp

示例2: 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: 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5: 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6: 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7: 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8: 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


注:本文中的FToolBarBuilder::BeginSection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。