当前位置: 首页>>代码示例>>C++>>正文


C++ TSharedPtr::AddToolBarExtension方法代码示例

本文整理汇总了C++中TSharedPtr::AddToolBarExtension方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedPtr::AddToolBarExtension方法的具体用法?C++ TSharedPtr::AddToolBarExtension怎么用?C++ TSharedPtr::AddToolBarExtension使用的例子?那么恭喜您, 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TSharedPtr的用法示例。


在下文中一共展示了TSharedPtr::AddToolBarExtension方法的11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

void FSoundCueEditor::ExtendToolbar()
{
	struct Local
{
		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();
		}
	};

	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);

	ToolbarExtender->AddToolBarExtension(
		"Asset",
		EExtensionHook::After,
		GetToolkitCommands(),
		FToolBarExtensionDelegate::CreateStatic( &Local::FillToolbar )
		);

	AddToolbarExtender(ToolbarExtender);

	ISoundCueEditorModule* SoundCueEditorModule = &FModuleManager::LoadModuleChecked<ISoundCueEditorModule>( "SoundCueEditor" );
	AddToolbarExtender(SoundCueEditorModule->GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:32,代码来源:SoundCueEditor.cpp

示例2: StartupModule

void FSSTBatchCombinerModule::StartupModule()
{
	// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
	
	FSSTBatchCombinerStyle::Initialize();
	FSSTBatchCombinerStyle::ReloadTextures();

	FSSTBatchCombinerCommands::Register();
	
	PluginCommands = MakeShareable(new FUICommandList);

	PluginCommands->MapAction(
		FSSTBatchCombinerCommands::Get().PluginAction,
		FExecuteAction::CreateRaw(this, &FSSTBatchCombinerModule::PluginButtonClicked),
		FCanExecuteAction());
		
	FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
	
	{
		TSharedPtr<FExtender> MenuExtender = MakeShareable(new FExtender());
		MenuExtender->AddMenuExtension("WindowLayout", EExtensionHook::After, PluginCommands, FMenuExtensionDelegate::CreateRaw(this, &FSSTBatchCombinerModule::AddMenuExtension));

		LevelEditorModule.GetMenuExtensibilityManager()->AddExtender(MenuExtender);
	}
	
	{
		TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);
		ToolbarExtender->AddToolBarExtension("Settings", EExtensionHook::After, PluginCommands, FToolBarExtensionDelegate::CreateRaw(this, &FSSTBatchCombinerModule::AddToolbarExtension));
		
		LevelEditorModule.GetToolBarExtensibilityManager()->AddExtender(ToolbarExtender);
	}
}
开发者ID:opamp77,项目名称:SSTBatchCombiner,代码行数:32,代码来源:SSTBatchCombiner.cpp

示例3: MakeShareable

TSharedPtr<FExtender> SBehaviorTreeBlackboardEditor::GetToolbarExtender(TSharedRef<FUICommandList> ToolkitCommands) const
{
	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);
	ToolbarExtender->AddToolBarExtension("Debugging", EExtensionHook::Before, ToolkitCommands, FToolBarExtensionDelegate::CreateSP( this, &SBehaviorTreeBlackboardEditor::FillToolbar ));

	return ToolbarExtender;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:7,代码来源:SBehaviorTreeBlackboardEditor.cpp

示例4: SetupTranslationEditorToolbar

void FTranslationEditorMenu::SetupTranslationEditorToolbar( TSharedPtr< FExtender > Extender, FTranslationEditor& TranslationEditor )
{
	struct Local
	{
		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));
			}
		}
	};

	Extender->AddToolBarExtension(
		"Asset",
		EExtensionHook::First,
		TranslationEditor.GetToolkitCommands(),
		FToolBarExtensionDelegate::CreateStatic( &Local::AddToolbarButtons ) );
}
开发者ID:VZout,项目名称:Team6UnrealEngine,代码行数:31,代码来源:TranslationEditorMenu.cpp

示例5: ExtendToolbar

void FSubstanceEditor::ExtendToolbar()
{
	struct Local
	{
		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();
		}
	};

	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);
	ToolbarExtender->AddToolBarExtension(
		"Asset",
		EExtensionHook::After,
		GetToolkitCommands(),
		FToolBarExtensionDelegate::CreateStatic(&Local::FillToolbar)
		);

	AddToolbarExtender(ToolbarExtender);

	ISubstanceEditorModule* SubstanceEditorModule = &FModuleManager::LoadModuleChecked<ISubstanceEditorModule>("SubstanceEditor");
	AddToolbarExtender(SubstanceEditorModule->GetToolBarExtensibilityManager()->GetAllExtenders());
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:34,代码来源:SubstanceEditor.cpp

示例6: AddEditorToolbar

void FCodeProjectEditorToolbar::AddEditorToolbar(TSharedPtr<FExtender> Extender)
{
    check(CodeProjectEditor.IsValid());
    TSharedPtr<FCodeProjectEditor> CodeProjectEditorPtr = CodeProjectEditor.Pin();

    Extender->AddToolBarExtension(
        "Asset",
        EExtensionHook::After,
        CodeProjectEditorPtr->GetToolkitCommands(),
        FToolBarExtensionDelegate::CreateSP( this, &FCodeProjectEditorToolbar::FillEditorToolbar ) );
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:11,代码来源:CodeProjectEditorToolbar.cpp

示例7: ExtendToolbar

void FNiagaraEditor::ExtendToolbar()
{
	struct Local
	{
		static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> CompileBox)
		{
			ToolbarBuilder.BeginSection("Compile");
			{
				ToolbarBuilder.AddWidget(CompileBox);
			}
			ToolbarBuilder.EndSection();
		}
	};

	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);

	TSharedRef<SWidget> Compilebox = SNew(SHorizontalBox)
		+SHorizontalBox::Slot()
		.AutoWidth()
		.Padding(4)
		[
			SNew(SButton)
			.OnClicked(this, &FNiagaraEditor::OnCompileClicked)
			.Content()
			[
				SNew(SVerticalBox)
				+SVerticalBox::Slot()
				.AutoHeight()
				[
					SNew(SImage)
					.Image(FEditorStyle::GetBrush("LevelEditor.Recompile"))
				]
				+SVerticalBox::Slot()
				.AutoHeight()
				[
					SNew(STextBlock)
					.Text(LOCTEXT("NiagaraToolbar_Compile", "Compile"))
				]
			]
		];

	ToolbarExtender->AddToolBarExtension(
		"Asset",
		EExtensionHook::After,
		GetToolkitCommands(),
		FToolBarExtensionDelegate::CreateStatic( &Local::FillToolbar, Compilebox )
		);

	AddToolbarExtender(ToolbarExtender);

	FNiagaraEditorModule& NiagaraEditorModule = FModuleManager::LoadModuleChecked<FNiagaraEditorModule>( "NiagaraEditor" );
	AddToolbarExtender(NiagaraEditorModule.GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:53,代码来源:NiagaraEditor.cpp

示例8: SetupTranslationEditorToolbar

void FTranslationEditorMenu::SetupTranslationEditorToolbar( TSharedPtr< FExtender > Extender, FTranslationEditor& TranslationEditor )
{
	struct Local
	{
		static void AddToolbarButtons( FToolBarBuilder& ToolbarBuilder )
		{
			ToolbarBuilder.AddToolBarButton(
				FTranslationEditorCommands::Get().SaveTranslations, "SaveTranslations", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "AssetEditor.SaveAsset"));
		}
	};

	Extender->AddToolBarExtension(
		"Asset",
		EExtensionHook::First,
		TranslationEditor.GetToolkitCommands(),
		FToolBarExtensionDelegate::CreateStatic( &Local::AddToolbarButtons ) );
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:17,代码来源:TranslationEditorMenu.cpp

示例9: FillToolbar

TSharedPtr<FExtender> FCurveAssetEditor::GetToolbarExtender()
{
	struct Local
	{
		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();
		}
	};

	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);

	TSharedRef<SWidget> InputSnapWidget =
		SNew(SVerticalBox)
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(STextBlock)
			.Text(LOCTEXT("InputSnap", "Time Snap"))
		]
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(SComboButton)
			.ContentPadding(1)
			.OnGetMenuContent(this, &FCurveAssetEditor::BuildInputSnapMenu)
			.ButtonContent()
			[
				SNew(SEditableTextBox)
				.Text(this, &FCurveAssetEditor::GetInputSnapText)
				.OnTextCommitted(this, &FCurveAssetEditor::InputSnapTextComitted)
			]
		];

	TSharedRef<SWidget> OutputSnapWidget =
		SNew(SVerticalBox)
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(STextBlock)
			.Text(LOCTEXT("OutputSnap", "Value Snap"))
		]
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(SComboButton)
			.ContentPadding(1)
			.OnGetMenuContent(this, &FCurveAssetEditor::BuildOutputSnapMenu)
			.ButtonContent()
			[
				SNew(SEditableTextBox)
				.Text(this, &FCurveAssetEditor::GetOutputSnapText)
				.OnTextCommitted(this, &FCurveAssetEditor::OutputSnapTextComitted)
			]
		];

	ToolbarExtender->AddToolBarExtension(
		"Asset",
		EExtensionHook::After,
		TrackWidget->GetCommands(),
		FToolBarExtensionDelegate::CreateStatic(&Local::FillToolbar, InputSnapWidget, OutputSnapWidget)
		);

	return ToolbarExtender;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:94,代码来源:CurveAssetEditor.cpp

示例10: ExtendToolbar


//.........这里部分代码省略.........
                .Visibility( this, &FMatinee::GetLargeIconVisibility )
            ]
            +SVerticalBox::Slot()
            .AutoHeight()
            .Padding(4,0)
            [
                InitialInterpModeComboBox.ToSharedRef()
            ]
        ];

    SpeedSettingStrings.Empty();
    SpeedSettingStrings.Add( MakeShareable( new FString(NSLOCTEXT("UnrealEd", "FullSpeed", "100%").ToString()) ) );
    SpeedSettingStrings.Add( MakeShareable( new FString(NSLOCTEXT("UnrealEd", "50Speed", "50%").ToString()) ) );
    SpeedSettingStrings.Add( MakeShareable( new FString(NSLOCTEXT("UnrealEd", "25Speed", "25%").ToString()) ) );
    SpeedSettingStrings.Add( MakeShareable( new FString(NSLOCTEXT("UnrealEd", "10Speed", "10%").ToString()) ) );
    SpeedSettingStrings.Add( MakeShareable( new FString(NSLOCTEXT("UnrealEd", "1Speed", "1%").ToString()) ) );

    SpeedCombo =
        SNew(STextComboBox)
        .OptionsSource(&SpeedSettingStrings)
        .InitiallySelectedItem(SpeedSettingStrings[0])
        .OnSelectionChanged(this, &FMatinee::OnChangePlaySpeed)
        ;

    TSharedRef<SWidget> SpeedBox =
        SNew(SBox)
        .WidthOverride(103)
        [
            SNew(SVerticalBox)
            +SVerticalBox::Slot()
            .Padding(4)
            [
                SNew(STextBlock)
                .Text(NSLOCTEXT("Matinee.Toolbar", "PlaybackSpeed", "Playback Speed:"))
                .Visibility( this, &FMatinee::GetLargeIconVisibility )
            ]
            +SVerticalBox::Slot()
            .AutoHeight()
            .Padding(4,0)
            [
                SpeedCombo.ToSharedRef()
            ]
        ];

    // Append Second Snap Times
    SnapComboStrings.Empty();
    for(int32 i=0; i<ARRAY_COUNT(InterpEdSnapSizes); i++)
    {
        FString SnapCaption = FString::Printf( TEXT("%1.2f"), InterpEdSnapSizes[i] );
        SnapComboStrings.Add( MakeShareable( new FString(SnapCaption) ) );
    }
    // Append FPS Snap Times
    for(int32 i=0; i<ARRAY_COUNT(InterpEdFPSSnapSizes); i++)
    {
        FString SnapCaption = GetInterpEdFPSSnapSizeLocName( i );
        SnapComboStrings.Add( MakeShareable( new FString(SnapCaption) ) );
    }
    // Add option for snapping to other keys.
    SnapComboStrings.Add( MakeShareable( new FString(NSLOCTEXT("UnrealEd", "InterpEd_Snap_Keys", "Snap to Keys" ).ToString()) ) );

    SnapCombo =
        SNew(STextComboBox)
        .OptionsSource(&SnapComboStrings)
        .InitiallySelectedItem(SnapComboStrings[2])
        .OnSelectionChanged(this, &FMatinee::OnChangeSnapSize)
        .ToolTipText( NSLOCTEXT("Matinee", "SnapComboToolTip", "Snap Size | Selects the timeline granularity for snapping and visualization purposes") )
        ;

    TSharedRef<SWidget> SnapSettingBox =
        SNew(SBox)
        .WidthOverride(155)
        [
            SNew(SVerticalBox)
            +SVerticalBox::Slot()
            .Padding(4)
            [
                SNew(STextBlock)
                .Text(NSLOCTEXT("Matinee.Toolbar", "SnapSetting", "Snap Setting:"))
                .Visibility( this, &FMatinee::GetLargeIconVisibility )
            ]
            +SVerticalBox::Slot()
            .AutoHeight()
            .Padding(4,0)
            [
                SnapCombo.ToSharedRef()
            ]
        ];

    ToolbarExtender->AddToolBarExtension(
        "Asset",
        EExtensionHook::After,
        GetToolkitCommands(),
        FToolBarExtensionDelegate::CreateStatic( &Local::FillToolbar, InterpolationBox, SpeedBox, SnapSettingBox)
    );

    AddToolbarExtender(ToolbarExtender);

    IMatineeModule* MatineeModule = &FModuleManager::LoadModuleChecked<IMatineeModule>( "Matinee" );
    AddToolbarExtender(MatineeModule->GetToolBarExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:MatineeToolbars.cpp

示例11: StartupModule

void FSkookumScriptEditor::StartupModule()
  {
  // Get pointer to runtime module
  m_runtime_p = FModuleManager::Get().GetModule("SkookumScriptRuntime");

  // Tell runtime that editor is present (needed even in commandlet mode as we might have to demand-load blueprints)
  get_runtime()->set_editor_interface(this);

  // Clear contents of scripts folder for a fresh start
  // Won't work here if project has several maps using different blueprints
  //FString directory_to_delete(m_scripts_path / TEXT("Object"));
  //IFileManager::Get().DeleteDirectory(*directory_to_delete, false, true);

  // Reset super classes
  m_used_classes.Empty();

  // Label used to extract package path from Sk class meta file
  m_package_name_key = TEXT("// UE4 Package Name: \"");
  m_package_path_key = TEXT("// UE4 Package Path: \"");

  // String to insert into/remove from Sk project ini file
  m_editable_ini_settings_p = TEXT("Editable=false\r\nCanMakeEditable=true\r\n");

  if (IsRunningCommandlet())
    {
    // Tell runtime to start skookum now
    get_runtime()->startup_skookum();
    }
  else
    {
    // Hook up delegates
    m_on_asset_loaded_handle = FCoreUObjectDelegates::OnAssetLoaded.AddRaw(this, &FSkookumScriptEditor::on_asset_loaded);
    m_on_object_modified_handle = FCoreUObjectDelegates::OnObjectModified.AddRaw(this, &FSkookumScriptEditor::on_object_modified);
    m_on_map_opened_handle = FEditorDelegates::OnMapOpened.AddRaw(this, &FSkookumScriptEditor::on_map_opened);
    m_on_new_asset_created_handle = FEditorDelegates::OnNewAssetCreated.AddRaw(this, &FSkookumScriptEditor::on_new_asset_created);
    m_on_assets_deleted_handle = FEditorDelegates::OnAssetsDeleted.AddRaw(this, &FSkookumScriptEditor::on_assets_deleted);
    m_on_asset_post_import_handle = FEditorDelegates::OnAssetPostImport.AddRaw(this, &FSkookumScriptEditor::on_asset_post_import);

    FAssetRegistryModule & asset_registry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(AssetRegistryConstants::ModuleName);
    m_on_asset_added_handle = asset_registry.Get().OnAssetAdded().AddRaw(this, &FSkookumScriptEditor::on_asset_added);
    m_on_asset_renamed_handle = asset_registry.Get().OnAssetRenamed().AddRaw(this, &FSkookumScriptEditor::on_asset_renamed);
    m_on_in_memory_asset_created_handle = asset_registry.Get().OnInMemoryAssetCreated().AddRaw(this, &FSkookumScriptEditor::on_in_memory_asset_created);
    m_on_in_memory_asset_deleted_handle = asset_registry.Get().OnInMemoryAssetDeleted().AddRaw(this, &FSkookumScriptEditor::on_in_memory_asset_deleted);

    //---------------------------------------------------------------------------------------
    // UI extension

    // Register commands and styles
    FSkookumScriptEditorCommands::Register();
    FSlateStyleRegistry::UnRegisterSlateStyle(FSkookumStyles::GetStyleSetName()); // Hot reload hack
    FSkookumStyles::Initialize();

    // Button commands 
    m_button_commands = MakeShareable(new FUICommandList);
    m_button_commands->MapAction(
      FSkookumScriptEditorCommands::Get().m_skookum_button,
      FExecuteAction::CreateRaw(this, &FSkookumScriptEditor::on_skookum_button_clicked),
      FCanExecuteAction());

    // Add to level tool bar
    m_level_tool_bar_extender = MakeShareable(new FExtender);
    m_level_tool_bar_extension = m_level_tool_bar_extender->AddToolBarExtension("Compile", EExtensionHook::After, m_button_commands, FToolBarExtensionDelegate::CreateRaw(this, &FSkookumScriptEditor::add_skookum_button_to_level_tool_bar));
    FLevelEditorModule & level_editor_module = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
    m_level_extension_manager = level_editor_module.GetToolBarExtensibilityManager();
    m_level_extension_manager->AddExtender(m_level_tool_bar_extender);

    // Add to blueprint tool bar
    m_blueprint_tool_bar_extender = MakeShareable(new FExtender);
    m_blueprint_tool_bar_extension = m_blueprint_tool_bar_extender->AddToolBarExtension("Asset", EExtensionHook::After, m_button_commands, FToolBarExtensionDelegate::CreateRaw(this, &FSkookumScriptEditor::add_skookum_button_to_blueprint_tool_bar));
    FBlueprintEditorModule & blueprint_editor_module = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
    m_blueprint_extension_manager = blueprint_editor_module.GetMenuExtensibilityManager();
    m_blueprint_extension_manager->AddExtender(m_blueprint_tool_bar_extender);
    }

  }
开发者ID:marynate,项目名称:SkookumScript-UnrealEngine-1,代码行数:75,代码来源:SkookumScriptEditor.cpp


注:本文中的TSharedPtr::AddToolBarExtension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。