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C++ TSharedRef::AddLocalWorkspaceMenuCategory方法代码示例

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


在下文中一共展示了TSharedRef::AddLocalWorkspaceMenuCategory方法的10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: RegisterTabSpawners

void FNiagaraEffectEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
{
	WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_NiagaraEffectEditor", "Niagara Effect"));

	FAssetEditorToolkit::RegisterTabSpawners(TabManager);

	TabManager->RegisterTabSpawner(ViewportTabID, FOnSpawnTab::CreateSP(this, &FNiagaraEffectEditor::SpawnTab_Viewport))
		.SetDisplayName(LOCTEXT("Preview", "Preview"))
		.SetGroup(WorkspaceMenuCategory.ToSharedRef())
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Viewports"));

	TabManager->RegisterTabSpawner(EmitterEditorTabID, FOnSpawnTab::CreateSP(this, &FNiagaraEffectEditor::SpawnTab_EmitterList))
		.SetDisplayName(LOCTEXT("Emitters", "Emitters"))
		.SetGroup(WorkspaceMenuCategory.ToSharedRef());

	TabManager->RegisterTabSpawner(DevEmitterEditorTabID, FOnSpawnTab::CreateSP(this, &FNiagaraEffectEditor::SpawnTab_DevEmitterList))
		.SetDisplayName(LOCTEXT("DevEmitters", "Emitters_Dev"))
		.SetGroup(WorkspaceMenuCategory.ToSharedRef());

	TabManager->RegisterTabSpawner(CurveEditorTabID, FOnSpawnTab::CreateSP(this, &FNiagaraEffectEditor::SpawnTab_CurveEd))
		.SetDisplayName(LOCTEXT("Curves", "Curves"))
		.SetGroup(WorkspaceMenuCategory.ToSharedRef());

	TabManager->RegisterTabSpawner(SequencerTabID, FOnSpawnTab::CreateSP(this, &FNiagaraEffectEditor::SpawnTab_Sequencer))
		.SetDisplayName(LOCTEXT("Timeline", "Timeline"))
		.SetGroup(WorkspaceMenuCategory.ToSharedRef());


	TabManager->RegisterTabSpawner(UpdateTabId, FOnSpawnTab::CreateSP(this, &FNiagaraEffectEditor::SpawnTab))
		.SetDisplayName(LOCTEXT("NiagaraEffect", "Niagara Effect"))
		.SetGroup( WorkspaceMenuCategory.ToSharedRef() );


}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:34,代码来源:NiagaraEffectEditor.cpp

示例2: RegisterTabSpawners

void FSimpleAssetEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
	WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_GenericAssetEditor", "Asset Editor"));

	FAssetEditorToolkit::RegisterTabSpawners(InTabManager);

	InTabManager->RegisterTabSpawner( PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSimpleAssetEditor::SpawnPropertiesTab) )
		.SetDisplayName( LOCTEXT("PropertiesTab", "Details") )
		.SetGroup(WorkspaceMenuCategory.ToSharedRef())
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:11,代码来源:SimpleAssetEditor.cpp

示例3: RegisterTabSpawners

void FCurveAssetEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
{
	WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_CurveAssetEditor", "Curve Asset Editor"));

	FAssetEditorToolkit::RegisterTabSpawners(TabManager);

	TabManager->RegisterTabSpawner( CurveTabId, FOnSpawnTab::CreateSP(this, &FCurveAssetEditor::SpawnTab_CurveAsset) )
		.SetDisplayName( LOCTEXT("CurveTab", "Curve") )
		.SetGroup(WorkspaceMenuCategory.ToSharedRef())
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.CurveBase"));
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:11,代码来源:CurveAssetEditor.cpp

示例4: RegisterTabSpawners

void FSequencerAssetEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
{
	if( FSequencer::IsSequencerEnabled() && !IsWorldCentricAssetEditor() )
	{
		WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SequencerAssetEditor", "Sequencer"));

		TabManager->RegisterTabSpawner( SequencerMainTabId, FOnSpawnTab::CreateSP(this, &FSequencerAssetEditor::SpawnTab_SequencerMain) )
			.SetDisplayName( LOCTEXT("SequencerMainTab", "Sequencer") )
			.SetGroup( WorkspaceMenuCategory.ToSharedRef() );
	}

}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:12,代码来源:SequencerAssetEditor.cpp

示例5: RegisterTabSpawners

void FTextAssetEditorToolkit::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
	WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_TextAssetEditor", "Text Asset Editor"));
	auto WorkspaceMenuCategoryRef = WorkspaceMenuCategory.ToSharedRef();

	FAssetEditorToolkit::RegisterTabSpawners(InTabManager);

	InTabManager->RegisterTabSpawner(TextEditorTabId, FOnSpawnTab::CreateSP(this, &FTextAssetEditorToolkit::HandleTabManagerSpawnTab, TextEditorTabId))
		.SetDisplayName(LOCTEXT("TextEditorTabName", "Text Editor"))
		.SetGroup(WorkspaceMenuCategoryRef)
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Viewports"));
}
开发者ID:Helical-Games,项目名称:TextAsset,代码行数:12,代码来源:TextAssetEditorToolkit.cpp

示例6: RegisterTabSpawners

void FPropertyEditorToolkit::RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
{
	WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_PropertyEditorToolkit", "Property Editor"));

	TabManager->RegisterTabSpawner( GridTabId, FOnSpawnTab::CreateSP(this, &FPropertyEditorToolkit::SpawnTab_PropertyTable) )
		.SetDisplayName( LOCTEXT("PropertyTableTab", "Grid") )
		.SetGroup( WorkspaceMenuCategory.ToSharedRef() )
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Viewports"));

	TabManager->RegisterTabSpawner( TreeTabId, FOnSpawnTab::CreateSP(this, &FPropertyEditorToolkit::SpawnTab_PropertyTree) )
		.SetDisplayName( LOCTEXT("PropertiesTab", "Details") )
		.SetGroup( WorkspaceMenuCategory.ToSharedRef() )
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "PropertyEditor.Grid.TabIcon"));
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:14,代码来源:PropertyEditorToolkit.cpp

示例7: RegisterTabSpawners

void FNiagaraEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
{
	WorkspaceMenuCategory = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_NiagaraEditor", "Niagara"));

	FAssetEditorToolkit::RegisterTabSpawners(TabManager);
	
	TSharedRef<FWorkspaceItem> WorkspaceMenuCategoryRef = WorkspaceMenuCategory.ToSharedRef();

	TabManager->RegisterTabSpawner( NodeGraphTabId, FOnSpawnTab::CreateSP(this, &FNiagaraEditor::SpawnTab_NodeGraph) )
		.SetDisplayName( LOCTEXT("NodeGraph", "Node Graph") )
		.SetGroup(WorkspaceMenuCategoryRef);

	TabManager->RegisterTabSpawner(PropertiesTabId, FOnSpawnTab::CreateSP(this, &FNiagaraEditor::SpawnTab_NodeProperties))
		.SetDisplayName(LOCTEXT("DetailsTab", "Details"))
		.SetGroup(WorkspaceMenuCategoryRef)
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:17,代码来源:NiagaraEditor.cpp

示例8: RegisterTabSpawners

void FMediaPlaylistEditorToolkit::RegisterTabSpawners(const TSharedRef<FTabManager>& InTabManager)
{
	WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_MediaPlaylistEditor", "Media Player Editor"));
	auto WorkspaceMenuCategoryRef = WorkspaceMenuCategory.ToSharedRef();

	FAssetEditorToolkit::RegisterTabSpawners(InTabManager);

	InTabManager->RegisterTabSpawner(MediaPlaylistEditorToolkit::DetailsTabId, FOnSpawnTab::CreateSP(this, &FMediaPlaylistEditorToolkit::HandleTabManagerSpawnTab, MediaPlaylistEditorToolkit::DetailsTabId))
		.SetDisplayName(LOCTEXT("DetailsTabName", "Details"))
		.SetGroup(WorkspaceMenuCategoryRef)
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));

	InTabManager->RegisterTabSpawner(MediaPlaylistEditorToolkit::MediaTabId, FOnSpawnTab::CreateSP(this, &FMediaPlaylistEditorToolkit::HandleTabManagerSpawnTab, MediaPlaylistEditorToolkit::MediaTabId))
		.SetDisplayName(LOCTEXT("MediaTabName", "Media Library"))
		.SetGroup(WorkspaceMenuCategoryRef)
		.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MediaPlayerEditor.Tabs.Media"));
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:MediaPlaylistEditorToolkit.cpp

示例9: RegisterTabSpawners

void FSoundClassEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
	WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SoundClassEditor", "Sound Class Editor"));
	auto WorkspaceMenuCategoryRef = WorkspaceMenuCategory.ToSharedRef();

	FAssetEditorToolkit::RegisterTabSpawners(InTabManager);

	InTabManager->RegisterTabSpawner( GraphCanvasTabId, FOnSpawnTab::CreateSP(this, &FSoundClassEditor::SpawnTab_GraphCanvas) )
		.SetDisplayName( LOCTEXT( "GraphCanvasTab", "Graph" ) )
		.SetGroup( WorkspaceMenuCategoryRef )
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "GraphEditor.EventGraph_16x"));

	InTabManager->RegisterTabSpawner( PropertiesTabId, FOnSpawnTab::CreateSP(this, &FSoundClassEditor::SpawnTab_Properties) )
		.SetDisplayName( LOCTEXT( "PropertiesTab", "Details" ) )
		.SetGroup( WorkspaceMenuCategoryRef )
		.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tabs.Details"));
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:SoundClassEditor.cpp

示例10: RegisterTabSpawners

void FSkeletonEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
	WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_SkeletonEditor", "Skeleton Editor"));

	FAssetEditorToolkit::RegisterTabSpawners( InTabManager );
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:6,代码来源:SkeletonEditor.cpp


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