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

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

void FLevelEditorContextMenu::SummonMenu( const TSharedRef< SLevelEditor >& LevelEditor, LevelEditorMenuContext ContextType )
{
	struct Local
	{
		static void ExtendMenu( FMenuBuilder& MenuBuilder )
		{
			// one extra entry when summoning the menu this way
			MenuBuilder.BeginSection("ActorPreview", LOCTEXT("PreviewHeading", "Preview") );
			{
				// Note: not using a command for play from here since it requires a mouse click
				FUIAction PlayFromHereAction( 
					FExecuteAction::CreateStatic( &FPlayWorldCommandCallbacks::StartPlayFromHere ) );

				const FText PlayFromHereLabel = GEditor->OnlyLoadEditorVisibleLevelsInPIE() ? LOCTEXT("PlayFromHereVisible", "Play From Here (visible levels)") : LOCTEXT("PlayFromHere", "Play From Here");
				MenuBuilder.AddMenuEntry( PlayFromHereLabel, LOCTEXT("PlayFromHere_ToolTip", "Starts a game preview from the clicked location"),FSlateIcon(), PlayFromHereAction );
			}
			MenuBuilder.EndSection();
		}
	};
	
	TSharedRef<FExtender> Extender = MakeShareable(new FExtender);
	Extender->AddMenuExtension("LevelViewportAttach", EExtensionHook::After, TSharedPtr< FUICommandList >(), FMenuExtensionDelegate::CreateStatic(&Local::ExtendMenu));

	// Create the context menu!
	TSharedPtr<SWidget> MenuWidget = BuildMenuWidget( LevelEditor, ContextType, Extender );
	if ( MenuWidget.IsValid() )
	{
		// @todo: Should actually use the location from a click event instead!
		const FVector2D MouseCursorLocation = FSlateApplication::Get().GetCursorPos();
	
		TWeakPtr< SWindow > ContextMenuWindow = FSlateApplication::Get().PushMenu(
			LevelEditor->GetActiveViewport().ToSharedRef(), MenuWidget.ToSharedRef(), MouseCursorLocation, FPopupTransitionEffect( FPopupTransitionEffect::ContextMenu ) );
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:34,代码来源:LevelEditorContextMenu.cpp

示例2: FillProjectMenuItems

TSharedRef< SWidget > FMainMenu::MakeMainTabMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > UserExtender )
{	struct Local
	{
		static void FillProjectMenuItems( FMenuBuilder& MenuBuilder )
		{
			MenuBuilder.BeginSection( "FileProject", LOCTEXT("ProjectHeading", "Project") );
			{
				MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().NewProject );
				MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().OpenProject );

				const bool bUseShortIDEName = true;
				FText ShortIDEName = FSourceCodeNavigation::GetSuggestedSourceCodeIDE(bUseShortIDEName);

				MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().AddCodeToProject,
					NAME_None,
					TAttribute<FText>(),
					FText::Format(LOCTEXT("AddCodeToProjectTooltip", "Adds C++ code to the project. The code can only be compiled if you have {0} installed."), ShortIDEName)
				);

				MenuBuilder.AddSubMenu(
					LOCTEXT("PackageProjectSubMenuLabel", "Package Project"),
					LOCTEXT("PackageProjectSubMenuToolTip", "Compile, cook and package your project and its content for distribution"),
					FNewMenuDelegate::CreateStatic( &FPackageProjectMenu::MakeMenu ), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.PackageProject")
				);

				if (FPaths::FileExists(FModuleManager::Get().GetSolutionFilepath()))
				{
					MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().RefreshCodeProject,
						NAME_None,
						FText::Format(LOCTEXT("RefreshCodeProjectLabel", "Refresh {0} Project"), ShortIDEName),
						FText::Format(LOCTEXT("RefreshCodeProjectTooltip", "Refreshes your C++ code project in {0}."), ShortIDEName)
					);

					MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().OpenIDE,
						NAME_None,
						FText::Format(LOCTEXT("OpenIDELabel", "Open {0}"), ShortIDEName),
						FText::Format(LOCTEXT("OpenIDETooltip", "Opens your C++ code in {0}."), ShortIDEName)
					);
				}

				// @hack GDC: this should be moved somewhere else and be less hacky
				ITargetPlatform* RunningTargetPlatform = GetTargetPlatformManager()->GetRunningTargetPlatform();

				if (RunningTargetPlatform != nullptr)
				{
					FString CookedPlatformName = RunningTargetPlatform->PlatformName() + TEXT("NoEditor");
					FText CookedPlatformText = FText::FromString(RunningTargetPlatform->PlatformName());

					FUIAction Action(
						FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CookContent, CookedPlatformName, CookedPlatformText),
						FCanExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CookContentCanExecute, CookedPlatformName)
					);

					MenuBuilder.AddMenuEntry(
						FText::Format(LOCTEXT("CookContentForPlatform", "Cook Content for {0}"), CookedPlatformText),
						FText::Format(LOCTEXT("CookContentForPlatformTooltip", "Cook your game content for debugging on the {0} platform"), CookedPlatformText),
						FSlateIcon(),
						Action
					);
				}
			}
			MenuBuilder.EndSection();
		}

		static void FillRecentFileAndExitMenuItems( FMenuBuilder& MenuBuilder )
		{
			MenuBuilder.BeginSection( "FileRecentFiles" );
			{
				if ( FMainFrameActionCallbacks::ProjectNames.Num() > 0 )
				{
					MenuBuilder.AddSubMenu(
						LOCTEXT("SwitchProjectSubMenu", "Recent Projects"),
						LOCTEXT("SwitchProjectSubMenu_ToolTip", "Select a project to switch to"),
						FNewMenuDelegate::CreateStatic( &FRecentProjectsMenu::MakeMenu ), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.RecentProjects")
					);
				}
			}
			MenuBuilder.EndSection();

			MenuBuilder.AddMenuSeparator();
			MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().Exit, "Exit" );
		}
	};

	FExtensibilityManager ExtensibilityManager;

	ExtensibilityManager.AddExtender( UserExtender );
	{
		TSharedRef< FExtender > Extender( new FExtender() );
	
		IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>("MainFrame");

		Extender->AddMenuExtension(
			"FileLoadAndSave",
			EExtensionHook::After,
			MainFrameModule.GetMainFrameCommandBindings(),
			FMenuExtensionDelegate::CreateStatic( &Local::FillProjectMenuItems ) );

		Extender->AddMenuExtension(
			"FileLoadAndSave",
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:MainMenu.cpp


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