本文整理汇总了C++中TAttribute::BindStatic方法的典型用法代码示例。如果您正苦于以下问题:C++ TAttribute::BindStatic方法的具体用法?C++ TAttribute::BindStatic怎么用?C++ TAttribute::BindStatic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TAttribute
的用法示例。
在下文中一共展示了TAttribute::BindStatic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: FillEditMenu
void FMainMenu::FillEditMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FExtender > Extender, const TSharedPtr<FTabManager> TabManager )
{
MenuBuilder.BeginSection("EditHistory", LOCTEXT("HistoryHeading", "History"));
{
struct Local
{
/** @return Returns a dynamic text string for Undo that contains the name of the action */
static FText GetUndoLabelText()
{
return FText::Format(LOCTEXT("DynamicUndoLabel", "Undo {0}"), GUnrealEd->Trans->GetUndoContext().Title);
}
/** @return Returns a dynamic text string for Redo that contains the name of the action */
static FText GetRedoLabelText()
{
return FText::Format(LOCTEXT("DynamicRedoLabel", "Redo {0}"), GUnrealEd->Trans->GetRedoContext().Title);
}
};
// Undo
TAttribute<FText> DynamicUndoLabel;
DynamicUndoLabel.BindStatic(&Local::GetUndoLabelText);
MenuBuilder.AddMenuEntry( FGenericCommands::Get().Undo, "Undo", DynamicUndoLabel); // TAttribute< FString >::Create( &Local::GetUndoLabelText ) );
// Redo
TAttribute< FText > DynamicRedoLabel;
DynamicRedoLabel.BindStatic( &Local::GetRedoLabelText );
MenuBuilder.AddMenuEntry(FGenericCommands::Get().Redo, "Redo", DynamicRedoLabel); // TAttribute< FString >::Create( &Local::GetRedoLabelText ) );
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("EditLocalTabSpawners", LOCTEXT("ConfigurationHeading", "Configuration"));
{
if (GetDefault<UEditorExperimentalSettings>()->bToolbarCustomization)
{
FUIAction ToggleMultiBoxEditMode(
FExecuteAction::CreateStatic(&FMultiBoxSettings::ToggleToolbarEditing),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(&FMultiBoxSettings::IsInToolbarEditMode)
);
MenuBuilder.AddMenuEntry(
LOCTEXT("EditToolbarsLabel", "Edit Toolbars"),
LOCTEXT("EditToolbarsToolTip", "Allows customization of each toolbar"),
FSlateIcon(),
ToggleMultiBoxEditMode,
NAME_None,
EUserInterfaceActionType::ToggleButton
);
// Automatically populate tab spawners from TabManager
if (TabManager.IsValid())
{
const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
TabManager->PopulateTabSpawnerMenu(MenuBuilder, MenuStructure.GetEditOptions());
}
}
if (GetDefault<UEditorStyleSettings>()->bExpandConfigurationMenus)
{
MenuBuilder.AddSubMenu(
LOCTEXT("EditorPreferencesSubMenuLabel", "Editor Preferences"),
LOCTEXT("EditorPreferencesSubMenuToolTip", "Configure the behavior and features of this Editor"),
FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Editor"))
);
MenuBuilder.AddSubMenu(
LOCTEXT("ProjectSettingsSubMenuLabel", "Project Settings"),
LOCTEXT("ProjectSettingsSubMenuToolTip", "Change the settings of the currently loaded project"),
FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Project"))
);
}
else
{
MenuBuilder.AddMenuEntry(
LOCTEXT("EditorPreferencesMenuLabel", "Editor Preferences..."),
LOCTEXT("EditorPreferencesMenuToolTip", "Configure the behavior and features of this Editor"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Editor"), FName("General"), FName("Appearance")))
);
MenuBuilder.AddMenuEntry(
LOCTEXT("ProjectSettingsMenuLabel", "Project Settings..."),
LOCTEXT("ProjectSettingsMenuToolTip", "Change the settings of the currently loaded project"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Project"), FName("Game"), FName("General")))
);
}
}
MenuBuilder.EndSection();
}
示例2: FillEditMenu
void FMainMenu::FillEditMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FExtender > Extender, const TSharedPtr<FTabManager> TabManager )
{
MenuBuilder.BeginSection("EditHistory", LOCTEXT("HistoryHeading", "History"));
{
struct Local
{
/** @return Returns a dynamic text string for Undo that contains the name of the action */
static FText GetUndoLabelText()
{
return FText::Format(LOCTEXT("DynamicUndoLabel", "Undo {0}"), GUnrealEd->Trans->GetUndoContext().Title);
}
/** @return Returns a dynamic text string for Redo that contains the name of the action */
static FText GetRedoLabelText()
{
return FText::Format(LOCTEXT("DynamicRedoLabel", "Redo {0}"), GUnrealEd->Trans->GetRedoContext().Title);
}
};
// Undo
TAttribute<FText> DynamicUndoLabel;
DynamicUndoLabel.BindStatic(&Local::GetUndoLabelText);
MenuBuilder.AddMenuEntry( FGenericCommands::Get().Undo, "Undo", DynamicUndoLabel); // TAttribute< FString >::Create( &Local::GetUndoLabelText ) );
// Redo
TAttribute< FText > DynamicRedoLabel;
DynamicRedoLabel.BindStatic( &Local::GetRedoLabelText );
MenuBuilder.AddMenuEntry(FGenericCommands::Get().Redo, "Redo", DynamicRedoLabel); // TAttribute< FString >::Create( &Local::GetRedoLabelText ) );
// Show undo history
MenuBuilder.AddMenuEntry(
LOCTEXT("UndoHistoryTabTitle", "Undo History"),
LOCTEXT("UndoHistoryTooltipText", "View the entire undo history."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "UndoHistory.TabIcon"),
FUIAction(FExecuteAction::CreateStatic(&FUndoHistoryModule::ExecuteOpenUndoHistory))
);
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("EditLocalTabSpawners", LOCTEXT("ConfigurationHeading", "Configuration"));
{
if (GetDefault<UEditorExperimentalSettings>()->bToolbarCustomization)
{
FUIAction ToggleMultiBoxEditMode(
FExecuteAction::CreateStatic(&FMultiBoxSettings::ToggleToolbarEditing),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(&FMultiBoxSettings::IsInToolbarEditMode)
);
MenuBuilder.AddMenuEntry(
LOCTEXT("EditToolbarsLabel", "Edit Toolbars"),
LOCTEXT("EditToolbarsToolTip", "Allows customization of each toolbar"),
FSlateIcon(),
ToggleMultiBoxEditMode,
NAME_None,
EUserInterfaceActionType::ToggleButton
);
// Automatically populate tab spawners from TabManager
if (TabManager.IsValid())
{
const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
TabManager->PopulateTabSpawnerMenu(MenuBuilder, MenuStructure.GetEditOptions());
}
}
if (GetDefault<UEditorStyleSettings>()->bExpandConfigurationMenus)
{
MenuBuilder.AddSubMenu(
LOCTEXT("EditorPreferencesSubMenuLabel", "Editor Preferences"),
LOCTEXT("EditorPreferencesSubMenuToolTip", "Configure the behavior and features of this Editor"),
FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Editor")),
false,
FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon")
);
MenuBuilder.AddSubMenu(
LOCTEXT("ProjectSettingsSubMenuLabel", "Project Settings"),
LOCTEXT("ProjectSettingsSubMenuToolTip", "Change the settings of the currently loaded project"),
FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Project")),
false,
FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon")
);
}
else
{
#if !PLATFORM_MAC // Handled by app's menu in menu bar
MenuBuilder.AddMenuEntry(
LOCTEXT("EditorPreferencesMenuLabel", "Editor Preferences..."),
LOCTEXT("EditorPreferencesMenuToolTip", "Configure the behavior and features of the Unreal Editor."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon"),
FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Editor"), FName("General"), FName("Appearance")))
);
#endif
MenuBuilder.AddMenuEntry(
LOCTEXT("ProjectSettingsMenuLabel", "Project Settings..."),
LOCTEXT("ProjectSettingsMenuToolTip", "Change the settings of the currently loaded project."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon"),
FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Project"), FName("Project"), FName("General")))
//.........这里部分代码省略.........