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C++ IDesktopPlatform类代码示例

本文整理汇总了C++中IDesktopPlatform的典型用法代码示例。如果您正苦于以下问题:C++ IDesktopPlatform类的具体用法?C++ IDesktopPlatform怎么用?C++ IDesktopPlatform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IDesktopPlatform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: OpenFiles

/**** @param Title                  The title of the dialog
	* @param FileTypes              Filter for which file types are accepted and should be shown
	* @param InOutLastPath    Keep track of the last location from which the user attempted an import
	* @param DialogMode             Multiple items vs single item.
	* @param OutOpenFilenames       The list of filenames that the user attempted to open
	*
	* @return true if the dialog opened successfully and the user accepted; false otherwise.
	*/
bool OpenFiles( const FString& Title, const FString& FileTypes, FString& InOutLastPath, EFileDialogFlags::Type DialogMode, TArray<FString>& OutOpenFilenames ) 
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	bool bOpened = false;
	if ( DesktopPlatform )
	{
		bOpened = DesktopPlatform->OpenFileDialog(
			ChooseParentWindowHandle(),
			Title,
			InOutLastPath,
			TEXT(""),
			FileTypes,
			DialogMode,
			OutOpenFilenames
		);
	}

	bOpened = (OutOpenFilenames.Num() > 0);

	if ( bOpened )
	{
		// User successfully chose a file; remember the path for the next time the dialog opens.
		InOutLastPath = OutOpenFilenames[0];
	}

	return bOpened;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:35,代码来源:SubstanceEditorHelpers.cpp

示例2: GetTarget

FReply SLocalizationDashboardTargetRow::ExportAll()
{
	ULocalizationTarget* const LocalizationTarget = GetTarget();
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	if (LocalizationTarget && DesktopPlatform)
	{
		void* ParentWindowWindowHandle = NULL;
		const TSharedPtr<SWindow> ParentWindow = FSlateApplication::Get().FindWidgetWindow(AsShared());
		if (ParentWindow.IsValid() && ParentWindow->GetNativeWindow().IsValid())
		{
			ParentWindowWindowHandle = ParentWindow->GetNativeWindow()->GetOSWindowHandle();
		}

		const FString DefaultPath = FPaths::ConvertRelativePathToFull(LocalizationConfigurationScript::GetDataDirectory(LocalizationTarget->Settings));

		FText DialogTitle;
		{
			FFormatNamedArguments FormatArguments;
			FormatArguments.Add(TEXT("TargetName"), FText::FromString(LocalizationTarget->Settings.Name));
			DialogTitle = FText::Format(LOCTEXT("ExportAllTranslationsForTargetDialogTitleFormat", "Export All Translations for {TargetName} to Directory"), FormatArguments);
		}

		// Prompt the user for the directory
		FString OutputDirectory;
		if (DesktopPlatform->OpenDirectoryDialog(ParentWindowWindowHandle, DialogTitle.ToString(), DefaultPath, OutputDirectory))
		{
			LocalizationCommandletTasks::ExportTarget(ParentWindow.ToSharedRef(), LocalizationTarget->Settings, TOptional<FString>(OutputDirectory));
		}
	}

	return FReply::Handled();
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:32,代码来源:SLocalizationDashboardTargetRow.cpp

示例3: HandleBrowseButtonClicked

FReply SSessionLauncherDeployRepositorySettings::HandleBrowseButtonClicked( )
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	if ( DesktopPlatform )
	{
		void* ParentWindowWindowHandle = NULL;

		FString FolderName;
		const FString Title = LOCTEXT("RepositoryBrowseTitle", "Choose a repository location").ToString();
		const bool bFolderSelected = DesktopPlatform->OpenDirectoryDialog(
			0,
			Title,
			RepositoryPathTextBox->GetText().ToString(),
			FolderName
			);

		if ( bFolderSelected )
		{
			if ( !FolderName.EndsWith(TEXT("/")) )
			{
				FolderName += TEXT("/");
			}

			RepositoryPathTextBox->SetText(FText::FromString(FolderName));
			ILauncherProfilePtr SelectedProfile = Model->GetSelectedProfile();

			if(SelectedProfile.IsValid())
			{
				SelectedProfile->SetPackageDirectory(FolderName);
			}
		}
	}

	return FReply::Handled();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:35,代码来源:SSessionLauncherDeployRepositorySettings.cpp

示例4: ExecuteExportAsJSON

void FAssetTypeActions_DataTable::ExecuteExportAsJSON(TArray< TWeakObjectPtr<UObject> > Objects)
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();

	const void* ParentWindowWindowHandle = FSlateApplication::Get().FindBestParentWindowHandleForDialogs(nullptr);

	for (auto ObjIt = Objects.CreateConstIterator(); ObjIt; ++ObjIt)
	{
		auto DataTable = Cast<UDataTable>((*ObjIt).Get());
		if (DataTable)
		{
			const FText Title = FText::Format(LOCTEXT("DataTable_ExportJSONDialogTitle", "Export '{0}' as JSON..."), FText::FromString(*DataTable->GetName()));
			const FString CurrentFilename = DataTable->AssetImportData->GetFirstFilename();
			const FString FileTypes = TEXT("Data Table JSON (*.json)|*.json");

			TArray<FString> OutFilenames;
			DesktopPlatform->SaveFileDialog(
				ParentWindowWindowHandle,
				Title.ToString(),
				(CurrentFilename.IsEmpty()) ? TEXT("") : FPaths::GetPath(CurrentFilename),
				(CurrentFilename.IsEmpty()) ? TEXT("") : FPaths::GetBaseFilename(CurrentFilename) + TEXT(".json"),
				FileTypes,
				EFileDialogFlags::None,
				OutFilenames
				);

			if (OutFilenames.Num() > 0)
			{
				FFileHelper::SaveStringToFile(DataTable->GetTableAsJSON(EDataTableExportFlags::UsePrettyPropertyNames | EDataTableExportFlags::UsePrettyEnumNames | EDataTableExportFlags::UseJsonObjectsForStructs), *OutFilenames[0]);
			}
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:33,代码来源:AssetTypeActions_DataTable.cpp

示例5: SearchForExport

void UJanusExporterTool::SearchForExport()
{
	// If not prompting individual files, prompt the user to select a target directory.
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	void* ParentWindowWindowHandle = NULL;

	IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
	const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
	if (MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid())
	{
		ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
	}

	FString FolderName;
	const FString Title = NSLOCTEXT("UnrealEd", "ChooseADirectory", "Choose A Directory").ToString();
	const bool bFolderSelected = DesktopPlatform->OpenDirectoryDialog(
		ParentWindowWindowHandle,
		Title,
		ExportPath,
		FolderName
		);

	if (bFolderSelected)
	{
		ExportPath = FolderName.Append("//");
	}
}
开发者ID:Nicole-W,项目名称:janusvr_utils,代码行数:27,代码来源:JanusExporterTool.cpp

示例6: SaveFile

/**** @param Title                  The title of the dialog
	* @param FileTypes              Filter for which file types are accepted and should be shown
	* @param InOutLastPath          Keep track of the last location from which the user attempted an import
	* @param DefaultFile            Default file name to use for saving.
	* @param OutOpenFilenames       The list of filenames that the user attempted to open
	*
	* @return true if the dialog opened successfully and the user accepted; false otherwise.
	*/
bool SaveFile( const FString& Title, const FString& FileTypes, FString& InOutLastPath, const FString& DefaultFile, FString& OutFilename )
{
	OutFilename = FString();

	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	bool bFileChosen = false;
	TArray<FString> OutFilenames;
	if (DesktopPlatform)
	{
		bFileChosen = DesktopPlatform->SaveFileDialog(
			ChooseParentWindowHandle(),
			Title,
			InOutLastPath,
			DefaultFile,
			FileTypes,
			EFileDialogFlags::None,
			OutFilenames
		);
	}

	bFileChosen = (OutFilenames.Num() > 0);

	if (bFileChosen)
	{
		// User successfully chose a file; remember the path for the next time the dialog opens.
		InOutLastPath = OutFilenames[0];
		OutFilename = OutFilenames[0];
	}

	return bFileChosen;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:39,代码来源:SubstanceEditorHelpers.cpp

示例7: HandleSaveCommandExecute

void SVisualLogger::HandleSaveCommandExecute()
{
	TArray<TSharedPtr<class STimeline> > OutTimelines;
	MainView->GetTimelines(OutTimelines, true);
	if (OutTimelines.Num() == 0)
	{
		MainView->GetTimelines(OutTimelines);
	}

	if (OutTimelines.Num())
	{
		// Prompt the user for the filenames
		TArray<FString> SaveFilenames;
		IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
		bool bSaved = false;
		if (DesktopPlatform)
		{
			void* ParentWindowWindowHandle = NULL;

			IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
			const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
			if (MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid())
			{
				ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
			}

			const FString DefaultBrowsePath = FString::Printf(TEXT("%slogs/"), *FPaths::GameSavedDir());
			bSaved = DesktopPlatform->SaveFileDialog(
				ParentWindowWindowHandle,
				LOCTEXT("NewProjectBrowseTitle", "Choose a project location").ToString(),
				DefaultBrowsePath,
				TEXT(""),
				LogVisualizer::SaveFileTypes,
				EFileDialogFlags::None,
				SaveFilenames
				);
		}

		if (bSaved)
		{
			if (SaveFilenames.Num() > 0)
			{
				TArray<FVisualLogDevice::FVisualLogEntryItem> FrameCache;
				for (auto CurrentItem : OutTimelines)
				{
					FrameCache.Append(CurrentItem->GetEntries());
				}

				if (FrameCache.Num())
				{
					FArchive* FileArchive = IFileManager::Get().CreateFileWriter(*SaveFilenames[0]);
					FVisualLoggerHelpers::Serialize(*FileArchive, FrameCache);
					FileArchive->Close();
					delete FileArchive;
					FileArchive = NULL;
				}
			}
		}
	}
}
开发者ID:a3pelawi,项目名称:UnrealEngine,代码行数:60,代码来源:SVisualLogger.cpp

示例8: PickFile

bool FRealSenseInspectorCustomization::PickFile(FString& OutPath, const void* ParentWindow, const FString& Title, const FString& Filter, bool SaveFlag)
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	if (DesktopPlatform)
	{
		TArray<FString> OutFiles;
		if (SaveFlag)
		{
			auto DefaultPath = FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_SAVE);
			if (DesktopPlatform->SaveFileDialog(ParentWindow, Title, DefaultPath, TEXT(""), Filter, EFileDialogFlags::None, OutFiles))
			{
				OutPath = OutFiles[0];
				return true;
			}
		}
		else
		{
			auto DefaultPath = FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_OPEN);
			if (DesktopPlatform->OpenFileDialog(ParentWindow, Title, DefaultPath, TEXT(""), Filter, EFileDialogFlags::None, OutFiles))
			{
				OutPath = OutFiles[0];
				return true;
			}
		}
	}
	return false;
}
开发者ID:UnaNancyOwen,项目名称:librealsense,代码行数:27,代码来源:RealSenseDetailCustomization.cpp

示例9: HandleBrowseButtonClicked

FReply SProjectLauncherDeployRepositorySettings::HandleBrowseButtonClicked( )
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	if ( DesktopPlatform )
	{
		TSharedPtr<SWindow> ParentWindow = FSlateApplication::Get().FindWidgetWindow(AsShared());
		void* ParentWindowHandle = (ParentWindow.IsValid() && ParentWindow->GetNativeWindow().IsValid()) ? ParentWindow->GetNativeWindow()->GetOSWindowHandle() : nullptr;

		FString FolderName;
		const bool bFolderSelected = DesktopPlatform->OpenDirectoryDialog(
			ParentWindowHandle,
			LOCTEXT("RepositoryBrowseTitle", "Choose a repository location").ToString(),
			RepositoryPathTextBox->GetText().ToString(),
			FolderName
			);

		if ( bFolderSelected )
		{
			if ( !FolderName.EndsWith(TEXT("/")) )
			{
				FolderName += TEXT("/");
			}

			RepositoryPathTextBox->SetText(FText::FromString(FolderName));
			ILauncherProfilePtr SelectedProfile = Model->GetSelectedProfile();

			if(SelectedProfile.IsValid())
			{
				SelectedProfile->SetPackageDirectory(FolderName);
			}
		}
	}

	return FReply::Handled();
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:35,代码来源:SProjectLauncherDeployRepositorySettings.cpp

示例10: ShowStorePageForPlugin

void SAuthorizingPlugin::ShowStorePageForPlugin()
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();

	if ( DesktopPlatform != nullptr )
	{
		FOpenLauncherOptions StorePageOpen(FString(TEXT("/ue/marketplace/content/")) + PluginOfferId);
		DesktopPlatform->OpenLauncher(StorePageOpen);
	}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:10,代码来源:SAuthorizingPlugin.cpp

示例11: HandleLoadCommandExecute

void SVisualLogger::HandleLoadCommandExecute()
{
	FArchive Ar;
	TArray<FVisualLogDevice::FVisualLogEntryItem> RecordedLogs;

	TArray<FString> OpenFilenames;
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
	bool bOpened = false;
	if (DesktopPlatform)
	{
		void* ParentWindowWindowHandle = NULL;

		IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
		const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
		if (MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid())
		{
			ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
		}

		const FString DefaultBrowsePath = FString::Printf(TEXT("%slogs/"), *FPaths::GameSavedDir());

		bOpened = DesktopPlatform->OpenFileDialog(
			ParentWindowWindowHandle,
			LOCTEXT("OpenProjectBrowseTitle", "Open Project").ToString(),
			DefaultBrowsePath,
			TEXT(""),
			LogVisualizer::LoadFileTypes,
			EFileDialogFlags::None,
			OpenFilenames
			);
	}

	if (bOpened && OpenFilenames.Num() > 0)
	{
		OnNewWorld(nullptr);
		for (int FilenameIndex = 0; FilenameIndex < OpenFilenames.Num(); ++FilenameIndex)
		{
			FString CurrentFileName = OpenFilenames[FilenameIndex];
			const bool bIsBinaryFile = CurrentFileName.Find(TEXT(".bvlog")) != INDEX_NONE;
			if (bIsBinaryFile)
			{
				FArchive* FileAr = IFileManager::Get().CreateFileReader(*CurrentFileName);
				FVisualLoggerHelpers::Serialize(*FileAr, RecordedLogs);
				FileAr->Close();
				delete FileAr;
				FileAr = NULL;

				for (FVisualLogDevice::FVisualLogEntryItem& CurrentItem : RecordedLogs)
				{
					OnNewLogEntry(CurrentItem);
				}
			}
		}
	}
}
开发者ID:a3pelawi,项目名称:UnrealEngine,代码行数:55,代码来源:SVisualLogger.cpp

示例12: Submit

FReply FCrashReportClient::SubmitAndRestart()
{
	Submit();

	// Check for processes that were started from the Launcher using -EpicPortal on the command line
	bool bRunFromLauncher = FParse::Param(*FPrimaryCrashProperties::Get()->RestartCommandLine, TEXT("EPICPORTAL"));
	const FString CrashedAppPath = ErrorReport.FindCrashedAppPath();

	bool bLauncherRestarted = false;
	if (bRunFromLauncher)
	{
		// We'll restart Launcher-run processes by having the installed Launcher handle it
		IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();

		if (DesktopPlatform != nullptr)
		{
			// Split the path so we can format it as a URI
			TArray<FString> PathArray;
			CrashedAppPath.Replace(TEXT("//"), TEXT("/")).ParseIntoArray(PathArray, TEXT("/"), false);	// WER saves this out on Windows with double slashes as the separator for some reason.
			FString CrashedAppPathUri;

			// Exclude the last item (the filename). The Launcher currently expects an installed application folder.
			for (int32 ItemIndex = 0; ItemIndex < PathArray.Num() - 1; ItemIndex++)
			{
				FString& PathItem = PathArray[ItemIndex];
				CrashedAppPathUri += FPlatformHttp::UrlEncode(PathItem);
				CrashedAppPathUri += TEXT("/");
			}
			CrashedAppPathUri.RemoveAt(CrashedAppPathUri.Len() - 1);

			// Re-run the application via the Launcher
			FOpenLauncherOptions OpenOptions(FString::Printf(TEXT("apps/%s"), *CrashedAppPathUri));
			OpenOptions.bSilent = true;
			if (DesktopPlatform->OpenLauncher(OpenOptions))
			{
				bLauncherRestarted = true;
			}
		}
	}

	if (!bLauncherRestarted)
	{
		// Launcher didn't restart the process so start it ourselves
		const FString CommandLineArguments = FPrimaryCrashProperties::Get()->RestartCommandLine;
		FPlatformProcess::CreateProc(*CrashedAppPath, *CommandLineArguments, true, false, false, NULL, 0, NULL, NULL);
	}

	return FReply::Handled();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:49,代码来源:CrashReportClient.cpp

示例13: OpenFileDialog

void AFilePickerCharacter::OpenFileDialog(const FString& DialogTitle, const FString& DefaultPath, const FString& FileTypes, TArray<FString>& OutFileNames)
{
	if (GEngine)
	{
		if (GEngine->GameViewport)
		{
			void* ParentWindowHandle = GEngine->GameViewport->GetWindow()->GetNativeWindow()->GetOSWindowHandle();
			IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
			if (DesktopPlatform)
			{
				//Opening the file picker!
				uint32 SelectionFlag = 0; //A value of 0 represents single file selection while a value of 1 represents multiple file selection
				DesktopPlatform->OpenFileDialog(ParentWindowHandle, DialogTitle, DefaultPath, FString(""), FileTypes, SelectionFlag, OutFileNames);
			}
		}
	}
}
开发者ID:orfeasel,项目名称:UE4-Game-Systems,代码行数:17,代码来源:FilePickerCharacter.cpp

示例14: GenerateProjectFiles

bool GenerateProjectFiles(const FString& ProjectFileName)
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();

	// Check it's a code project
	FString SourceDir = FPaths::GetPath(ProjectFileName) / TEXT("Source");
	if(!IPlatformFile::GetPlatformPhysical().DirectoryExists(*SourceDir))
	{
		FPlatformMisc::MessageBoxExt(EAppMsgType::Ok, TEXT("This project does not have any source code. You need to add C++ source files to the project from the Editor before you can generate project files."), TEXT("Error"));
		return false;
	}

	// Get the engine root directory
	FString RootDir;
	if (!GetValidatedEngineRootDir(ProjectFileName, RootDir))
	{
		return false;
	}

	// Build the argument list
	FString Arguments = TEXT("-game");
	if (FDesktopPlatformModule::Get()->IsSourceDistribution(RootDir))
	{
		Arguments += TEXT(" -engine");
	}

	// Start capturing the log output
	FStringOutputDevice LogCapture;
	LogCapture.SetAutoEmitLineTerminator(true);
	GLog->AddOutputDevice(&LogCapture);

	// Generate project files
	FFeedbackContext* Warn = DesktopPlatform->GetNativeFeedbackContext();
	bool bResult = DesktopPlatform->GenerateProjectFiles(RootDir, ProjectFileName, Warn);
	GLog->RemoveOutputDevice(&LogCapture);

	// Display an error dialog if we failed
	if(!bResult)
	{
		FPlatformInstallation::ErrorDialog(TEXT("Failed to generate project files."), LogCapture);
		return false;
	}

	return true;
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:45,代码来源:UnrealVersionSelector.cpp

示例15: ExecuteExportAsCSV

void FAssetTypeActions_CurveTable::ExecuteExportAsCSV(TArray< TWeakObjectPtr<UObject> > Objects)
{
	IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();

	void* ParentWindowWindowHandle = nullptr;

	IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
	const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
	if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
	{
		ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
	}

	for (auto ObjIt = Objects.CreateConstIterator(); ObjIt; ++ObjIt)
	{
		auto CurTable = Cast<UCurveTable>((*ObjIt).Get());
		if (CurTable)
		{
			const FText Title = FText::Format(LOCTEXT("CurveTable_ExportCSVDialogTitle", "Export '{0}' as CSV..."), FText::FromString(*CurTable->GetName()));
			const FString CurrentFilename = (CurTable->ImportPath.IsEmpty()) ? TEXT("") : FReimportManager::ResolveImportFilename(CurTable->ImportPath, CurTable);
			const FString FileTypes = TEXT("Curve Table CSV (*.csv)|*.csv");

			TArray<FString> OutFilenames;
			DesktopPlatform->SaveFileDialog(
				ParentWindowWindowHandle,
				Title.ToString(),
				(CurrentFilename.IsEmpty()) ? TEXT("") : FPaths::GetPath(CurrentFilename),
				(CurrentFilename.IsEmpty()) ? TEXT("") : FPaths::GetBaseFilename(CurrentFilename) + TEXT(".csv"),
				FileTypes,
				EFileDialogFlags::None,
				OutFilenames
				);

			if (OutFilenames.Num() > 0)
			{
				FFileHelper::SaveStringToFile(CurTable->GetTableAsCSV(), *OutFilenames[0]);
			}
		}
	}
}
开发者ID:a3pelawi,项目名称:UnrealEngine,代码行数:40,代码来源:AssetTypeActions_CurveTable.cpp


注:本文中的IDesktopPlatform类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。