void FContentBrowserCommands::RegisterCommands()
{
	UI_COMMAND(OpenAssetsOrFolders, "Open Assets or Folders", "Opens the selected assets or folders, depending on the selection", EUserInterfaceActionType::Button, FInputChord(EKeys::Enter));
	UI_COMMAND(PreviewAssets, "Preview Assets", "Loads the selected assets and previews them if possible", EUserInterfaceActionType::Button, FInputChord(EKeys::SpaceBar));
	UI_COMMAND(DirectoryUp, "Up", "Up to parent directory", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt, EKeys::Up));
	UI_COMMAND(CreateNewFolder, "Create New Folder", "Creates new folder in selected path", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::N));
}
	/** Registers context menu commands for the blueprint library palette. */
	virtual void RegisterCommands() override
	{
		UI_COMMAND(AddSingleFavorite,    "Add to Favorites",               "Adds this item to your favorites list.",                      EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(AddSubFavorites,      "Add Category to Favorites",      "Adds all the nodes in this category to your favorites.",      EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(RemoveSingleFavorite, "Remove from Favorites",          "Removes this item from your favorites list.",                 EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(RemoveSubFavorites,   "Remove Category from Favorites", "Removes all the nodes in this category from your favorites.", EUserInterfaceActionType::Button, FInputChord());
	}
void FSsProjectViewerCommands::RegisterCommands()
{
	UI_COMMAND(Play, "Play", "Play SsProject", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(PrevFrame, "PrevFrame", "Back One Frame", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(NextFrame, "NextFrame", "Forward One Frame", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(DrawGrid, "Grid", "Draw Grid", EUserInterfaceActionType::ToggleButton, FInputGesture());
}
void FAssetEditorCommonCommands::RegisterCommands()
{
	UI_COMMAND( SaveAsset, "Save", "Saves this asset", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( ReimportAsset, "Reimport", "Reimports the asset being edited", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND( SwitchToStandaloneEditor, "Switch to Standalone Editor", "Closes the level-centric asset editor and reopens it in 'standalone' mode", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( SwitchToWorldCentricEditor, "Switch to World-Centric Editor", "Closes the standalone asset editor and reopens it in 'world-centric' mode, docked within the level editor that it was originally opened in.", EUserInterfaceActionType::Button, FInputGesture() );
}
void FOneSkyLocalizationTargetEditorCommands::RegisterCommands()
{
	UI_COMMAND(ImportAllCulturesForTargetFromOneSky, "Import All Cultures from OneSky", "Imports translations for all cultures of this target to OneSky.", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportAllCulturesForTargetToOneSky, "Export All Cultures to OneSky", "Exports translations for all cultures of this target to OneSky.", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ImportAllTargetsAllCulturesForTargetSetFromOneSky, "Import All Targets from OneSky", "Imports translations for all cultures of all targets of this target set to OneSky.", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportAllTargetsAllCulturesForTargetSetFromOneSky, "Export All Targets to OneSky", "Exports translations for all cultures of all targets of this target set to OneSky.", EUserInterfaceActionType::Button, FInputChord());
}
void FAnimViewportLODCommands::RegisterCommands()
{
	UI_COMMAND( LODAuto, "LOD Auto", "Automatically select LOD", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD0, "LOD 0", "Force select LOD 0", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD1, "LOD 1", "Force select LOD 1", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD2, "LOD 2", "Force select LOD 2", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD3, "LOD 3", "Force select LOD 3", EUserInterfaceActionType::RadioButton, FInputGesture() );
}
void FFlipbookEditorCommands::RegisterCommands()
{
	UI_COMMAND(SetShowGrid, "Grid", "Displays the viewport grid.", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(SetShowBounds, "Bounds", "Toggles display of the bounds of the static mesh.", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(SetShowCollision, "Collision", "Toggles display of the simplified collision mesh of the static mesh, if one has been assigned.", EUserInterfaceActionType::ToggleButton, FInputGesture(EKeys::C, EModifierKey::Alt));

	UI_COMMAND(SetShowPivot, "Show Pivot", "Display the pivot location of the static mesh.", EUserInterfaceActionType::ToggleButton, FInputGesture());
}
void FDesignerCommands::RegisterCommands()
{
	UI_COMMAND( LayoutTransform, "Layout Transform Mode", "Adjust widget layout transform", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::W) );
	UI_COMMAND( RenderTransform, "Render Transform Mode", "Adjust widget render transform", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::E) );

	UI_COMMAND( LocationGridSnap, "Grid Snap", "Enables or disables snapping to the grid when dragging objects around", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( RotationGridSnap, "Rotation Snap", "Enables or disables snapping objects to a rotation grid", EUserInterfaceActionType::ToggleButton, FInputChord() );
}
예제 #9
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/** UI_COMMAND takes long for the compile to optimize */
PRAGMA_DISABLE_OPTIMIZATION
void FBspModeCommands::RegisterCommands()
{
	UI_COMMAND( CSGAdd, "CSG Add", "Creates an additive bsp brush from the builder brush", EUserInterfaceActionType::Button, FInputGesture( EModifierKey::Control | EModifierKey::Alt, EKeys::A ) );
	UI_COMMAND( CSGSubtract, "CSG Subtract", "Creates a subtractive bsp brush from the builder brush", EUserInterfaceActionType::Button, FInputGesture( EModifierKey::Control | EModifierKey::Alt, EKeys::S ) );

	MapCommands();
}
void FTreeThemeEditorViewportCommands::RegisterCommands()
{
	UI_COMMAND(ShowPropertyTreeTheme, "TreeTheme", "Shows Tree Theme Properties", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ShowPropertySkylight, "Skylight", "Shows Skylight Properties", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ShowPropertyDirectionalLight, "Directional Light", "Shows Directional Light Properties", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ShowPropertyAtmosphericFog, "Atmospheric Fog", "Shows Atmospheric Fog Properties", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ToggleDebugData, "Toggle Debug Data", "Shows the debug data of the dungeon", EUserInterfaceActionType::Button, FInputGesture());

}
	virtual void RegisterCommands() override
	{
		UI_COMMAND(DeleteKey, "Delete Spline Point", "Delete the currently selected spline point.", EUserInterfaceActionType::Button, FInputChord(EKeys::Delete));
		UI_COMMAND(DuplicateKey, "Duplicate Spline Point", "Duplicate the currently selected spline point.", EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(AddKey, "Add Spline Point Here", "Add a new spline point at the cursor location.", EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(ResetToUnclampedTangent, "Unclamped Tangent", "Reset the tangent for this spline point to its default unclamped value.", EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(ResetToClampedTangent, "Clamped Tangent", "Reset the tangent for this spline point to its default clamped value.", EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(SetKeyToCurve, "Curve", "Set spline point to Curve type", EUserInterfaceActionType::RadioButton, FInputChord());
		UI_COMMAND(SetKeyToLinear, "Linear", "Set spline point to Linear type", EUserInterfaceActionType::RadioButton, FInputChord());
		UI_COMMAND(SetKeyToConstant, "Constant", "Set spline point to Constant type", EUserInterfaceActionType::RadioButton, FInputChord());
		UI_COMMAND(VisualizeRollAndScale, "Visualize Roll and Scale", "Whether the visualization should show roll and scale on this spline.", EUserInterfaceActionType::ToggleButton, FInputChord());
		UI_COMMAND(ResetToDefault, "Reset to Default", "Reset this spline to its archetype default.", EUserInterfaceActionType::Button, FInputChord());
	}
void FFoliageEditCommands::RegisterCommands()
{
	UI_COMMAND(DecreaseBrushSize, "Decrease Brush Size", "Decreases the size of the foliage brush", EUserInterfaceActionType::Button, FInputChord(EKeys::LeftBracket));
	UI_COMMAND(IncreaseBrushSize, "Increase Brush Size", "Increases the size of the foliage brush", EUserInterfaceActionType::Button, FInputChord(EKeys::RightBracket));

	UI_COMMAND( SetPaint, "Paint", "Paint", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetReapplySettings, "Reapply", "Reapply settings to instances", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetSelect, "Select", "Select", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetLassoSelect, "Lasso", "Lasso Select", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetPaintBucket, "Fill", "Paint Bucket", EUserInterfaceActionType::ToggleButton, FInputChord() );

	UI_COMMAND( SetNoSettings, "Hide Details", "Hide details.", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetPaintSettings, "Show Painting settings", "Show painting settings.", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetClusterSettings, "Show Instance settings", "Show settings for placed instances.", EUserInterfaceActionType::ToggleButton, FInputChord() );
}
void FLogWidgetCommands::RegisterCommands()
{
#if TARGET_UE4_CL < CL_INPUTCHORD
    UI_COMMAND(CopyLogLines, "Copy", "Copies the selected log lines to the clipboard", EUserInterfaceActionType::Button,
               FInputGesture(EModifierKey::Control, EKeys::C));
#else
    UI_COMMAND(CopyLogLines, "Copy", "Copies the selected log lines to the clipboard", EUserInterfaceActionType::Button,
               FInputChord(EModifierKey::Control, EKeys::C));
#endif

#if TARGET_UE4_CL < CL_INPUTCHORD
    UI_COMMAND(FindLogText, "Find", "Find text within the current log window tab", EUserInterfaceActionType::Button,
               FInputGesture(EModifierKey::Control, EKeys::F));
#else
    UI_COMMAND(FindLogText, "Find", "Find text within the current log window tab", EUserInterfaceActionType::Button,
               FInputChord(EModifierKey::Control, EKeys::F));
#endif
}
예제 #14
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void FGlobalEditorCommonCommands::RegisterCommands()
{
	UI_COMMAND( SummonControlTabNavigation, "Tab Navigation", "Summons a list of open assets and tabs", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::Tab) );
	UI_COMMAND( SummonControlTabNavigationAlternate, "Tab Navigation", "Summons a list of open assets and tabs", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Command, EKeys::Tab) );

	UI_COMMAND( SummonOpenAssetDialog, "Open Asset...", "Summons an asset picker", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::P) );
	UI_COMMAND( SummonOpenAssetDialogAlternate, "Open Asset...", "Summons an asset picker", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Alt | EModifierKey::Shift, EKeys::O));
	UI_COMMAND( FindInContentBrowser, "Find in Content Browser", "Summons the Content Browser and navigates to the selected asset", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::B));
	UI_COMMAND( ViewReferences, "Reference Viewer...", "Launches the reference viewer showing the selected assets' references", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Alt, EKeys::R));
	UI_COMMAND( ViewSizeMap, "Size Map...", "Displays an interactive map showing the approximate size of this asset and everything it references", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Alt, EKeys::M));	// @todo sizemap: Make sure key is not used already
	
	UI_COMMAND( OpenConsoleCommandBox, "Open Console Command Box", "Opens an edit box where you can type in a console command", EUserInterfaceActionType::Button, FInputChord(EKeys::Tilde));

	UI_COMMAND( OpenDocumentation, "Open Documentation...", "Opens documentation for this tool", EUserInterfaceActionType::Button, FInputChord(EKeys::F1) );
}
예제 #15
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void FReferenceViewerActions::RegisterCommands()
{
	UI_COMMAND(OpenSelectedInAssetEditor, "Edit Asset", "Opens the selected asset in the relevent editor.", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ReCenterGraph, "Re-Center Graph", "Re-centers the graph on this node, showing all referencers and dependencies for this asset instead", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ListReferencedObjects, "List Referenced Objects", "Shows a list of objects that the selected asset references.", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ListObjectsThatReference, "List Objects That Reference", "Lists objects that reference the selected asset.", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ShowReferenceTree, "Show Reference Tree...", "Shows a reference tree for the selected asset.", EUserInterfaceActionType::Button, FInputGesture());

	UI_COMMAND(MakeLocalCollectionWithReferencedAssets, "Local", "Local. This collection is only visible to you and is not in source control.", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(MakePrivateCollectionWithReferencedAssets, "Private", "Private. This collection is only visible to you.", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(MakeSharedCollectionWithReferencedAssets, "Shared", "Shared. This collection is visible to everyone.", EUserInterfaceActionType::Button, FInputGesture());
}
void FTranslationEditorCommands::RegisterCommands() 
{
	UI_COMMAND( ChangeSourceFont, "Change Source Font", "Change the Font for the Source Lanugage", EUserInterfaceActionType::Button, FInputChord() );
	UI_COMMAND( ChangeTranslationTargetFont, "Change Translation Font", "Change the Translation Target Language Font", EUserInterfaceActionType::Button, FInputChord() );
	UI_COMMAND( SaveTranslations, "Save", "Saves the translations to file", EUserInterfaceActionType::Button, FInputChord() );
	UI_COMMAND( PreviewAllTranslationsInEditor, "Preview in Editor", "Preview All Translations in the Editor UI", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND( ImportLatestFromLocalizationService, "Import from Translation Service", "Download and Import Latest Translations From Localization Service. (Localization Service settings can be modified in the Localization Dashboard)", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND( ExportToPortableObjectFormat, "Export to .PO", "Export to Portable Object Format", EUserInterfaceActionType::Button, FInputChord() );
	UI_COMMAND( ImportFromPortableObjectFormat, "Import from .PO", "Import from Portable Object Format", EUserInterfaceActionType::Button, FInputChord() );
	UI_COMMAND( OpenSearchTab, "Search", "Search Source and Translation Strings", EUserInterfaceActionType::Button, FInputChord() );
	UI_COMMAND( OpenTranslationPicker, "Translation Picker", "Open the Translation Picker to Modify Editor Translations", EUserInterfaceActionType::Button, FInputChord() )
}
void FFoliagePaletteCommands::RegisterCommands()
{
	UI_COMMAND(ActivateFoliageType, "Activate", "Sets the selected foliage types in the palette as active (i.e. included in brush actions).", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DeactivateFoliageType, "Deactivate", "Sets the selected foliage types in the palette as inactive (i.e. excluded in brush actions).", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(RemoveFoliageType, "Remove", "Remove this foliage type from the palette. Removes all associated instances as well.", EUserInterfaceActionType::Button, FInputChord(EKeys::Delete));
	UI_COMMAND(ShowFoliageTypeInCB, "Show in Content Browser", "Show asset in Content Browser.", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(SelectAllInstances, "Select All Instances", "Select all instances of this foliage type (must be in a selection mode).", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DeselectAllInstances, "Deselect All Instances", "Deselect all instances of this foliage type (must be in a selection mode).", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(SelectInvalidInstances, "Select Invalid Instances", "Select all instances of this foliage type that are off ground (must be in a selection mode).", EUserInterfaceActionType::Button, FInputChord());
}
void FSoundCueGraphEditorCommands::RegisterCommands()
{
	UI_COMMAND(PlayCue, "Play Cue", "Plays the SoundCue", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(PlayNode, "Play Node", "Plays the currently selected node", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(StopCueNode, "Stop", "Stops the currently playing cue/node", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(TogglePlayback, "Toggle Playback", "Plays the SoundCue or stops the currently playing cue/node", EUserInterfaceActionType::Button, FInputChord(EKeys::SpaceBar));

	UI_COMMAND(BrowserSync, "Sync to Browser", "Selects the SoundWave in the content browser", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(AddInput, "Add Input", "Adds an input to the node", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DeleteInput, "Delete Input", "Removes an input from the node", EUserInterfaceActionType::Button, FInputChord());
}
void FAnimViewportMenuCommands::RegisterCommands()
{
	UI_COMMAND( Auto, "Auto", "Preview what is active on the current window", EUserInterfaceActionType::RadioButton, FInputChord() );
	UI_COMMAND( Lock, "Lock", "Lock to current preview", EUserInterfaceActionType::RadioButton, FInputChord() );

	UI_COMMAND( CameraFollow, "Camera Follow", "Follow the bound of the mesh ", EUserInterfaceActionType::ToggleButton, FInputChord() );

	UI_COMMAND( UseInGameBound, "In-game Bound", "Use in-game bound on preview mesh", EUserInterfaceActionType::ToggleButton, FInputChord() );

	UI_COMMAND( SetShowNormals, "Normals", "Toggles display of vertex normals in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetShowTangents, "Tangents", "Toggles display of vertex tangents in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( SetShowBinormals, "Binormals", "Toggles display of vertex binormals (orthogonal vector to normal and tangent) in the Preview Pane.", EUserInterfaceActionType::ToggleButton, FInputChord() );

	UI_COMMAND( AnimSetDrawUVs, "UV", "Toggles display of the mesh's UVs for the specified channel.", EUserInterfaceActionType::ToggleButton, FInputChord() );
}
void FAnimViewportLODCommands::RegisterCommands()
{
	UI_COMMAND( LODAuto, "LOD Auto", "Automatically select LOD", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD0, "LOD 0", "Force select LOD 0", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD1, "LOD 1", "Force select LOD 1", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD2, "LOD 2", "Force select LOD 2", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( LOD3, "LOD 3", "Force select LOD 3", EUserInterfaceActionType::RadioButton, FInputGesture() );

	UI_COMMAND( ShowLevelOfDetailSettings, "Level of Detail Settings", "Show the Level of Detail Settings Dialog", EUserInterfaceActionType::Button, FInputGesture() );
}
예제 #21
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void FPaperEditorCommands::RegisterCommands()
{
    UI_COMMAND(EnterTileMapEditMode, "Enable Tile Map Mode", "Enables Tile Map editing mode", EUserInterfaceActionType::ToggleButton, FInputGesture());

    UI_COMMAND(SelectPaintTool, "Paint", "Paint", EUserInterfaceActionType::ToggleButton, FInputGesture());
    UI_COMMAND(SelectEraserTool, "Eraser", "Eraser", EUserInterfaceActionType::ToggleButton, FInputGesture());
    UI_COMMAND(SelectFillTool, "Fill", "Paint Bucket", EUserInterfaceActionType::ToggleButton, FInputGesture());

    UI_COMMAND(SelectVisualLayersPaintingMode, "VisualLayers", "Visual Layers", EUserInterfaceActionType::ToggleButton, FInputGesture());
    UI_COMMAND(SelectCollisionLayersPaintingMode, "CollisionLayers", "Collision Layers", EUserInterfaceActionType::ToggleButton, FInputGesture());
}
void FTileSetEditorCommands::RegisterCommands()
{
	// Show toggles
	UI_COMMAND(SetShowGrid, "Grid", "Display the grid.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(SetShowTileStats, "Stats", "Display statistics about the tile being edited.", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(SetShowTilesWithCollision, "Colliding Tiles", "Toggles highlight of tiles that have custom collision geometry.", EUserInterfaceActionType::RadioButton, FInputChord());
	UI_COMMAND(SetShowTilesWithMetaData, "Metadata Tiles", "Toggles highlight of tiles that have custom metadata.", EUserInterfaceActionType::RadioButton, FInputChord());

	// Collision commands
	UI_COMMAND(ApplyCollisionEdits, "Refresh Maps", "Refreshes tile maps that use this tile set to ensure they have up-to-date collision geometry.", EUserInterfaceActionType::Button, FInputChord());

	// Editor mode switches
	UI_COMMAND(SwapTileSetEditorViewports, "Swap Views", "Switches the position of the 'single tile editor' and the 'tile selector' viewports.", EUserInterfaceActionType::Button, FInputChord());
}
	/** Initialize commands */
	virtual void RegisterCommands() override
	{
		UI_COMMAND(Previous, "Prev", "Go to previous difference", EUserInterfaceActionType::Button, FInputChord(EKeys::F7, EModifierKey::Control));
		UI_COMMAND(Next, "Next", "Go to next difference", EUserInterfaceActionType::Button, FInputChord(EKeys::F7));
	}
예제 #24
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void FSkeletonTreeCommands::RegisterCommands()
{
	UI_COMMAND( ShowAllBones, "Show All Bones", "Show every bone in the skeleton", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( ShowMeshBones, "Show Mesh Bones", "Show bones that are used in the mesh", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( ShowWeightedBones, "Show Weighted Bones", "Show bones that have vertices weighted to them", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( HideBones, "Hide Bones", "Hides all bones (sockets and attached assets will still be listed)", EUserInterfaceActionType::RadioButton, FInputGesture() );

	UI_COMMAND( CopyBoneNames, "Copy Selected Bone Names", "Copy selected bone names to clipboard", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( ResetBoneTransforms, "Reset Selected Bone Transforms", "Reset the transforms of the selected bones", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( CopySockets, "Copy Selected Sockets", "Copy selected sockets to clipboard", EUserInterfaceActionType::Button, FInputGesture( EModifierKey::Control, EKeys::C ) );
	UI_COMMAND( PasteSockets, "Paste Selected Sockets", "Paste selected sockets from clipboard", EUserInterfaceActionType::Button, FInputGesture( EModifierKey::Control, EKeys::V ) );

	UI_COMMAND( AddSocket, "Add Socket", "Add a socket to this bone in the skeleton (disabled when socket filter is set to \"Mesh Sockets\" or \"Sockets Hidden\" mode)", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( CreateMeshSocket, "Create Mesh Socket", "Duplicate this socket from skeleton to the current mesh and modify the socket data for it", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( RemoveMeshSocket, "Remove Mesh Socket", "Remove duplicated version of this socket for the current mesh (reverts to the socket in the skeleton)", EUserInterfaceActionType::Button, FInputGesture() );
	UI_COMMAND( PromoteSocketToSkeleton, "Promote Socket To Skeleton", "Makes this socket available for all meshes that use the same skeleton (copies the socket from this mesh to the skeleton)", EUserInterfaceActionType::Button, FInputGesture() );

	UI_COMMAND(DeleteSelectedRows, "Delete", "Delete all selected sockets and attached meshes in the tree", EUserInterfaceActionType::Button, FInputGesture(EKeys::Platform_Delete));

	UI_COMMAND( ShowActiveSockets, "Show Active Sockets", "Show mesh and skeleton sockets, hiding the skeleton sockets that have a customized mesh socket", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( ShowAllSockets, "Show All Sockets", "Show all sockets that are in the mesh and skeleton", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( ShowMeshSockets, "Show Mesh Sockets", "Show sockets that are in the mesh only", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( ShowSkeletonSockets, "Show Skeleton Sockets", "Show sockets that are in the skeleton only", EUserInterfaceActionType::RadioButton, FInputGesture() );
	UI_COMMAND( HideSockets, "Hide Sockets", "Show no sockets", EUserInterfaceActionType::RadioButton, FInputGesture() );
}
void FSpriteEditorCommands::RegisterCommands()
{
	// Show toggles
	UI_COMMAND(SetShowGrid, "Grid", "Displays the viewport grid.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(SetShowSourceTexture, "Src Tex", "Toggles display of the source texture (useful when it is an atlas).", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(SetShowBounds, "Bounds", "Toggles display of the bounds of the static mesh.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(SetShowCollision, "Collision", "Toggles display of the simplified collision mesh of the static mesh, if one has been assigned.", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::C, EModifierKey::Alt));

	UI_COMMAND(SetShowSockets, "Sockets", "Displays the sprite sockets.", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(SetShowPivot, "Pivot", "Display the pivot location of the sprite.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(SetShowMeshEdges, "Mesh Edges", "Overlays the mesh edges on top of the view.", EUserInterfaceActionType::ToggleButton, FInputChord());

	// Source region edit mode
	UI_COMMAND(ExtractSprites, "Extract Sprites", "Triggers the Extract Sprites dialog on the source texture.", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ToggleShowRelatedSprites, "Other Sprites", "Toggles display of the source region bounds for other sprites that share the same source texture.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ToggleShowSpriteNames, "Sprite Names", "Toggles display of the name of each sprite that shares the same source texture.", EUserInterfaceActionType::ToggleButton, FInputChord());

	// Editing modes
	UI_COMMAND(EnterViewMode, "View", "View the sprite.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(EnterSourceRegionEditMode, "Edit Source Region", "Edit the sprite source region.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(EnterCollisionEditMode, "Edit Collision", "Edit the collision geometry.", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(EnterRenderingEditMode, "Edit RenderGeom", "Edit the rendering geometry (useful to reduce overdraw).", EUserInterfaceActionType::ToggleButton, FInputChord());
}
/** UI_COMMAND takes long for the compile to optimize */
PRAGMA_DISABLE_OPTIMIZATION
void FProfilerCommands::RegisterCommands()
{
	/*-----------------------------------------------------------------------------
		Global and custom commands.	
	-----------------------------------------------------------------------------*/

	UI_COMMAND( ToggleDataPreview, 	"Data Preview", "Toggles the data preview", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control, EKeys::R ) );
	UI_COMMAND( ToggleDataCapture, "Data Capture", "Toggles the data capture", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control, EKeys::C ) );
	UI_COMMAND( ToggleShowDataGraph, "Show Data Graph", "Toggles showing all data graphs", EUserInterfaceActionType::ToggleButton, FInputChord() );
	UI_COMMAND( OpenEventGraph, "Open Event Graph", "Opens a new event graph", EUserInterfaceActionType::Button, FInputChord() );

	/*-----------------------------------------------------------------------------
		Global commands.
	-----------------------------------------------------------------------------*/

	UI_COMMAND( ProfilerManager_Save, "Save", "Saves all collected data to file or files", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::S ) );
	UI_COMMAND( StatsProfiler, "Statistics", "Enables the Stats Profiler", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control, EKeys::P ) );
#if PLATFORM_MAC
	UI_COMMAND( MemoryProfiler, "Memory", "Enables the Memory Profiler", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Command, EKeys::M ) );
	UI_COMMAND( FPSChart, "FPS Chart", "Shows the FPS Chart", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Command, EKeys::H ) );
#else
	UI_COMMAND( MemoryProfiler, "Memory", "Enables the Memory Profiler", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control, EKeys::M ) );
	UI_COMMAND( FPSChart, "FPS Chart", "Shows the FPS Chart", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control, EKeys::H ) );
#endif

	UI_COMMAND( OpenSettings, "Settings", "Opens the settings for the profiler", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::O ) );

	UI_COMMAND( ProfilerManager_Load, "Load", "Loads profiler data", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::L ) );
	UI_COMMAND(ProfilerManager_LoadMultiple, "Load Folder", "Loads multiple stats dumps", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::L));
	UI_COMMAND(ProfilerManager_ToggleLivePreview, "Live preview", "Toggles the real time live preview", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND( DataGraph_ToggleViewMode, "Toggle graph view mode", "Toggles the data graph view mode between time based and index based", EUserInterfaceActionType::Button, FInputChord() );

	UI_COMMAND( DataGraph_ViewMode_SetTimeBased, "Time based", "Sets the data graph view mode to the time based", EUserInterfaceActionType::RadioButton, FInputChord() );
	UI_COMMAND( DataGraph_ViewMode_SetIndexBased, "Index based", "Sets the data graph view mode to the index based", EUserInterfaceActionType::RadioButton, FInputChord() );

	UI_COMMAND( EventGraph_SelectAllFrames, "Select all frames", "Selects all frames in the data graph and displays them in the event graph", EUserInterfaceActionType::Button, FInputChord() );
}
	/** Registers context menu commands for the blueprint favorites palette. */
	virtual void RegisterCommands() override
	{
		UI_COMMAND(RemoveSingleFavorite, "Remove from Favorites",          "Removes this item from your favorites list.",                 EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(RemoveSubFavorites,   "Remove Category from Favorites", "Removes all the nodes in this category from your favorites.", EUserInterfaceActionType::Button, FInputChord());
		UI_COMMAND(ClearFavorites,       "Clear All Favorites",			   "Clears out all of your favorited nodes.",                     EUserInterfaceActionType::Button, FInputChord());
	}
예제 #28
0
/** UI_COMMAND takes long for the compile to optimize */
PRAGMA_DISABLE_OPTIMIZATION
void FMatineeCommands::RegisterCommands()
{
	UI_COMMAND(AddKey, "Add Key", "Add Key", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::Enter));
	
	UI_COMMAND(Play, "Play", "Play", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::L));
	UI_COMMAND(PlayLoop, "Loop", "Loop Section", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(Stop, "Stop", "Stop", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::K));
	UI_COMMAND(PlayReverse, "Reverse", "Play in Reverse | Plays the Matinee sequence backwards, starting from the time cursor's position", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::J));

	UI_COMMAND(PlayPause, "Play/Pause", "Toggle Play/Pause", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::P));

	UI_COMMAND(CreateCameraActor, "Camera", "Create Camera Actor at Current Camera Location", EUserInterfaceActionType::Button, FInputChord());

	UI_COMMAND(ToggleSnap, "Snap", "Toggle Snap", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::None, EKeys::S));
	UI_COMMAND(ToggleSnapTimeToFrames, "Time to Frames", "Snap Time to Frames | Snaps the timeline cursor to the frame rate specified in the Snap Size setting", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(FixedTimeStepPlayback, "Fixed Time ", "Fixed Time Step Playback | Locks the playback rate to the frame rate specified in the Snap Size setting", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(FitSequence, "Sequence", "Fit View to Sequence", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::A));
	UI_COMMAND(FitViewToSelected, "Selected", "Fit View to Selected", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::F));
	UI_COMMAND(FitLoop, "Loop", "Fit View to Locp", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift, EKeys::A));
	UI_COMMAND(FitLoopSequence, "Loop Sequence", "Fit View / Loop Sequence", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::A));
	UI_COMMAND(ViewEndofTrack, "End", "Move to End of Track ", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::E));

	UI_COMMAND(ToggleGorePreview, "Gore", "Enable Gore in Editor Preview", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(LaunchRecordWindow, "Record", "Launch Recording Window for Matinee", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(CreateMovie, "Movie", "Create a Movie", EUserInterfaceActionType::Button, FInputChord());

	UI_COMMAND(FileImport, "Import...", "Imports Sequence", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(FileExport, "Export All...", "Exports all Sequences", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportSoundCueInfo, "Export Sound Cue Info", "Exports Sound Cue info", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportAnimInfo, "Export Animation Track Info", "Exports Animation Track info", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(FileExportBakeTransforms, "Bake Transforms on Export", "Exports a key every frame, instead of just user created keys", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(FileExportKeepHierarchy, "Keep Hierarchy on Export", "Exports all objects to be in the same hierarchy in engine", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(DeleteSelectedKeys, "Delete Keys", "Deletes selected keys", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DuplicateKeys, "Duplicate Keys", "Duplicates selected keys", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(InsertSpace, "Insert Space", "Inserts space at the current position", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(StretchSection, "Stretch Section", "Stretches the selected section", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(StretchSelectedKeyFrames, "Stretch Selected Key Frames", "Stretches the selected keys", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DeleteSection, "Delete Section", "Deletes the selected section", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(SelectInSection, "Select In Section", "Selects the keys in Section", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ReduceKeys, "Reduce Keys", "Attempts to remove unnecessary keys", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(SavePathTime, "Save Path Time", "Saves the path time at the current position", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(JumpToPathTime, "Jump to Path Time", "Jumps to the previously saved path time", EUserInterfaceActionType::Button, FInputChord());

	UI_COMMAND(ScaleTranslation, "Scale Translation", "Scales the translation of the selected movement trac", EUserInterfaceActionType::Button, FInputChord() );

	UI_COMMAND(Draw3DTrajectories, "Draw 3D Trajectories", "Toggles 3D trajectories", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ShowAll3DTrajectories, "Show All 3D Trajectories", "Shows all movement track trajectories", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(HideAll3DTrajectories, "Hide All 3D Trajectories", "Hides all movement track trajectories", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(PreferFrameNumbers, "Prefer Frame Numbers", "Toggles frame numbers on keys", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ShowTimeCursorPosForAllKeys, "Show Time Cursor Position", "Shows relative time cursor position on keys", EUserInterfaceActionType::Check, FInputChord());

	UI_COMMAND(ZoomToTimeCursorPosition, "Zoom To Time Cursor Position", "Toggles center zoom on time cursor position", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ViewFrameStats, "View Frame Stats", "Views frame stats", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(EditingCrosshair, "Editing Crosshair", "Toggles editing crosshair", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(EnableEditingGrid,"Enable Editing Grid", "Toggles editing grid", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(TogglePanInvert,"Pan Invert", "Toggles pan invert", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ToggleAllowKeyframeBarSelection,"Allow Keyframe Bar Selection", "Toggles keyframe bar selection", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ToggleAllowKeyframeTextSelection,"Allow Keyframe Text Selection", "Toggles keyframe text selection", EUserInterfaceActionType::ToggleButton, FInputChord());

	UI_COMMAND(ToggleLockCameraPitch,"Lock Camera Pitch", "Toggles lock camera pitch", EUserInterfaceActionType::ToggleButton, FInputChord());

	//Context menu commands
	UI_COMMAND(EditCut,"Cut", "Cuts selected group or track", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::X));
	UI_COMMAND(EditCopy,"Copy", "Copies selected group or track", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::C));
	UI_COMMAND(EditPaste,"Paste", "Pastes group or track", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::V));

	//Tab
	UI_COMMAND(GroupDeleteTab, "Delete Group Tab", "Deletes selected group", EUserInterfaceActionType::Button, FInputChord());

	//Group
	UI_COMMAND(ActorSelectAll, "Select Group Actors","Selects all group actors", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ActorAddAll, "Add Selected Actors","Adds selected actors to group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ActorReplaceAll, "Replace Group Actors With Selected Actors","Replaces group actors with selected actors", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ActorRemoveAll, "Remove Group Actors","Removes all group actors", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportCameraAnim, "Export To CameraAnim","Exports selected group to CameraAnim", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportAnimTrackFBX, "Export (.FBX)","Exports selected track as FBX", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ExportAnimGroupFBX, "Export (.FBX)","Exports selected group as FBX", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(GroupDuplicate, "Duplicate Group","Duplicates selected group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(GroupDelete, "Delete Group Tab","Deletes selected group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(GroupCreateTab, "Create Group Tab","Creates new group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(GroupRemoveFromTab, "Remove From Selected Group Tab","Removes selected group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(RemoveFromGroupFolder, "Remove From Folder","Moves group to selected folder", EUserInterfaceActionType::Button, FInputChord());

	//Track
	UI_COMMAND(TrackRename, "Rename Track","Renames selected track", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(TrackDelete, "Delete Track","Deletes selected track", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(Show3DTrajectory, "Show 3D Trajectory","Shows 3D trajectory", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(TrackSplitTransAndRot, "Split Translation And Rotation","Splits movement into translation and rotation tracks", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(TrackNormalizeVelocity, "Normalize Velocity","Normalizes track velocity", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ParticleReplayTrackContextStartRecording, "Start Recording Particles","Starts recording particle replay track", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ParticleReplayTrackContextStopRecording, "Stop Recording Particles","Stops recording particle replay track", EUserInterfaceActionType::Button, FInputChord());

	//Background
	UI_COMMAND(NewFolder, "Add New Folder", "Adds new Folder", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(NewEmptyGroup, "Add New Empty Group", "Adds new Empty Group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(NewCameraGroup, "Add New Camera Group", "Adds new Camera Group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(NewParticleGroup, "Add New Particle Group", "Adds new Particle Group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(NewSkeletalMeshGroup, "Add New Skeletal Group", "Adds new Skeletal Group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(NewLightingGroup, "Add New Lighting Group", "Adds new Lighting Group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(NewDirectorGroup, "Add New Director Group", "Adds new Director Group", EUserInterfaceActionType::Button, FInputChord());

	UI_COMMAND(ToggleCurveEditor, "Curves", "Toggles curve editor", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(ToggleDirectorTimeline, "Director Timeline","Toggles director timeline", EUserInterfaceActionType::ToggleButton, FInputChord());

	//Key
	UI_COMMAND(KeyModeCurveAuto, "Curve (Auto)","Sets mode to Curve (Auto)", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeyModeCurveAutoClamped, "Curve (Auto/Clamped)","Sets mode to Curve (Auto/Clamped)", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeyModeCurveBreak, "Curve (Break)","Sets mode to Curve (Break)", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeyModeLinear, "Linear","Sets mode to Linear", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeyModeConstant, "Constant","Sets mode to Constant", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeySetTime, "Set Time","Sets key time", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeySetValue, "Set Value","Sets key value", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeySetBool, "Set Bool","Sets key flag", EUserInterfaceActionType::Button, FInputChord()); 
	UI_COMMAND(KeySetColor, "Set Color","Sets key color", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(MoveKeySetLookup, "Select Transform Lookup Group...","Selects transform lookup group...", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(MoveKeyClearLookup, "Clear Transform Lookup Group","Clears transform lookup group", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(EventKeyRename, "Rename Event","Renames event key", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DirKeySetTransitionTime, "Set Transition Time","Sets transition time", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(DirKeyRenameCameraShot, "Rename Shot","Renames camera key", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeySetMasterVolume, "Set Master Volume","Sets master volume", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeySetMasterPitch, "Set Master Pitch","Sets master pitch", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ToggleKeyFlip, "Flip Toggle","Flips toggle action", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(KeySetConditionAlways, "Always Active","Toggles always active", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(KeySetConditionGoreEnabled, "Active if Gore is Enabled","Toggles active if gore is enabled", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(KeySetConditionGoreDisabled, "Active if Gore is Disabled","Toggles active if gore is disabled", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(AnimKeyLoop, "Set Looping","Sets key looping", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(AnimKeyNoLoop, "Set Non-Looping","Sets key non-looping", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(AnimKeySetStartOffset, "Set Start Offset","Sets key start offset", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(AnimKeySetEndOffset, "Set End Offset","Sets key end offset", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(AnimKeySetPlayRate, "Set Play Rate","Sets key play rate", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(AnimKeyToggleReverse, "Reverse","Toggles key reverse", EUserInterfaceActionType::ToggleButton, FInputChord());
	UI_COMMAND(KeySyncGenericBrowserToSoundCue, "Sync Browser To Sound Cue","Finds Sound Cue in Content Browser", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ParticleReplayKeySetClipIDNumber, "Select Particle Replay Clip ID","Selects Particle Replay Clip ID", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(ParticleReplayKeySetDuration, "Set Particle Replay Duration","Sets Particle Replay Clip duration", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(SoundKeySetVolume, "Set Sound Volume","Sets key sound volume", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(SoundKeySetPitch, "Set Sound Pitch","Sets key sound pitch", EUserInterfaceActionType::Button, FInputChord());

	//Collapse/Expand context menu
	UI_COMMAND(ExpandAllGroups, "Expand All","Expand the entire hierarchy of folders, groups and tracks in UnrealMatinee's track window", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(CollapseAllGroups, "Collapse All","Collapse the entire hierarchy of folders, groups and tracks in UnrealMatinee's track window", EUserInterfaceActionType::Button, FInputChord());

	//Marker Context Menu
	UI_COMMAND(MarkerMoveToBeginning, "Move To Sequence Start","Moves marker to sequence start", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(MarkerMoveToEnd, "Move To Sequence End","Moves marker to sequence end", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(MarkerMoveToEndOfLongestTrack, "Move To Longest Track Endpoint","Moves marker to end of longest track", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(MarkerMoveToEndOfSelectedTrack, "Move To Longest Selected Track Endpoint","Moves marker to end of selected track", EUserInterfaceActionType::Button, FInputChord());
	UI_COMMAND(MarkerMoveToCurrentPosition, "Move To Current Timeline Position","Moves marker to current timeline position", EUserInterfaceActionType::Button, FInputChord());

	//Viewport/Key commands
	UI_COMMAND(ZoomIn,"Zoom In","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Add));
	UI_COMMAND(ZoomOut,"Zoom Out","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Subtract));
	UI_COMMAND(ZoomInAlt,"Zoom In Alt","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Equals));
	UI_COMMAND(ZoomOutAlt,"Zoom Out Alt","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Underscore));
	UI_COMMAND(MarkInSection,"Mark In Section","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::I));
	UI_COMMAND(MarkOutSection,"Mark Out Section","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::O));
	UI_COMMAND(IncrementPosition,"Increment Position","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Right));
	UI_COMMAND(DecrementPosition,"Decrement Position","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Left));
	UI_COMMAND(MoveToNextKey,"Move To Next Key","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::Shift, EKeys::Right));
	UI_COMMAND(MoveToPrevKey,"Move To Previous Key","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::Shift, EKeys::Left));
	UI_COMMAND(SplitAnimKey,"Split Anim Key","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::R));
	UI_COMMAND(MoveActiveUp,"Move Active Track/Group Up","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Up));
	UI_COMMAND(MoveActiveDown,"Move Active Track/Group Down","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Down));
#if PLATFORM_MAC
	UI_COMMAND(DuplicateSelectedKeys,"Duplicate Selected Keys","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::Command, EKeys::W));
#else
	UI_COMMAND(DuplicateSelectedKeys,"Duplicate Selected Keys","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::Control, EKeys::W));
#endif
	UI_COMMAND(CropAnimationBeginning,"Crop Animation Start","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::Control, EKeys::I));
	UI_COMMAND(CropAnimationEnd,"Crop Animation End","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::Control, EKeys::O));
	UI_COMMAND(ChangeKeyInterpModeAuto,"Change Key Interp Mode Auto","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::One));
	UI_COMMAND(ChangeKeyInterpModeAutoClamped,"Change Key Interp Mode Auto Clamped","",EUserInterfaceActionType::Button,FInputChord());
	UI_COMMAND(ChangeKeyInterpModeUser,"Change Key Interp Mode User","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Two));
	UI_COMMAND(ChangeKeyInterpModeBreak,"Change Key Interp Mode Break","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Three));
	UI_COMMAND(ChangeKeyInterpModeLinear,"Change Key Interp Mode Linear","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Four));
	UI_COMMAND(ChangeKeyInterpModeConstant,"Change Key Interp Mode Constant","",EUserInterfaceActionType::Button,FInputChord(EModifierKey::None, EKeys::Five));
	UI_COMMAND(DeleteSelection, "Delete Selection", "", EUserInterfaceActionType::Button, FInputChord(EModifierKey::None, EKeys::Platform_Delete));
}
예제 #29
0
void FCurveEditorCommands::RegisterCommands()
{
	UI_COMMAND(RemoveCurve, "Remove Curve", "Remove Curve", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(RemoveAllCurves, "Remove All Curves", "Remove All Curves", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(SetTime, "Set Time", "Set Time", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(SetValue, "Set Value", "Set Value", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(SetColor, "Set Color", "Set Color", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(DeleteKeys, "Delete Key", "Delete Key", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ScaleTimes, "Scale All Times", "Scales the times of all points of all visible tracks", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ScaleValues, "Scale All Values", "Scales the values of all points of all visible tracks", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ScaleSingleCurveTimes, "Scale Curve Times", "Scales the times of all points of this curve & its sub-curves", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ScaleSingleCurveValues, "Scale Curve Values", "Scales the values of all points of this curve & its sub-curves", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ScaleSingleSubCurveValues, "Scale Sub-Curve Values", "Scales the values of all points of this curve", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(FitHorizontally, "Horizontal", "Fit Horizontally", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(FitVertically, "Vertical", "Fit Vertically", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(FitToAll, "All", "Fit to All", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(FitToSelected, "Selected", "Fit to Selected", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(PanMode, "Pan", "Pan Mode", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(ZoomMode, "Zoom", "Zoom Mode", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(CurveAuto, "Auto", "Curve Auto", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(CurveAutoClamped, "Auto/Clamped", "Curve Auto/Clamped", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(CurveUser, "User", "Curve User", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(CurveBreak, "Break", "Curve Break", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(Linear, "Linear", "Linear", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(Constant, "Constant", "Constant", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(FlattenTangents, "Flatten", "Flatten Tangents", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(StraightenTangents, "Straighten", "Straighten Tangents", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(ShowAllTangents, "Show All", "ShowAll Tangents", EUserInterfaceActionType::ToggleButton, FInputGesture());
	UI_COMMAND(CreateTab, "Create", "Create Tab", EUserInterfaceActionType::Button, FInputGesture());
	UI_COMMAND(DeleteTab, "Delete", "Delete Tab", EUserInterfaceActionType::Button, FInputGesture());
}
void FLandscapeEditorCommands::RegisterCommands()
{
	UI_COMMAND(ManageMode, "Mode - Manage", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("ToolMode_Manage", ManageMode);
	UI_COMMAND(SculptMode, "Mode - Sculpt", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("ToolMode_Sculpt", SculptMode);
	UI_COMMAND(PaintMode, "Mode - Paint", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("ToolMode_Paint", PaintMode);

	UI_COMMAND(NewLandscape, "Tool - New Landscape", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_NewLandscape", NewLandscape);

	UI_COMMAND(ResizeLandscape, "Tool - Change Component Size", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_ResizeLandscape", ResizeLandscape);

	UI_COMMAND(SculptTool, "Tool - Sculpt", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Sculpt", SculptTool);
	UI_COMMAND(PaintTool, "Tool - Paint", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Paint", PaintTool);
	UI_COMMAND(SmoothTool, "Tool - Smooth", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Smooth", SmoothTool);
	UI_COMMAND(FlattenTool, "Tool - Flatten", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Flatten", FlattenTool);
	UI_COMMAND(RampTool, "Tool - Ramp", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Ramp", RampTool);
	UI_COMMAND(ErosionTool, "Tool - Erosion", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Erosion", ErosionTool);
	UI_COMMAND(HydroErosionTool, "Tool - Hydraulic Erosion", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_HydraErosion", HydroErosionTool);
	UI_COMMAND(NoiseTool, "Tool - Noise", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Noise", NoiseTool);
	UI_COMMAND(RetopologizeTool, "Tool - Retopologize", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Retopologize", RetopologizeTool);
	UI_COMMAND(VisibilityTool, "Tool - Visibility", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Visibility", VisibilityTool);

	UI_COMMAND(SelectComponentTool, "Tool - Component Selection", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Select", SelectComponentTool);
	UI_COMMAND(AddComponentTool, "Tool - Add Components", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_AddComponent", AddComponentTool);
	UI_COMMAND(DeleteComponentTool, "Tool - Delete Components", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_DeleteComponent", DeleteComponentTool);
	UI_COMMAND(MoveToLevelTool, "Tool - Move to Level", "Moves the selected landscape components to the current streaming level", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_MoveToLevel", MoveToLevelTool);

	UI_COMMAND(RegionSelectTool, "Tool - Region Selection", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Mask", RegionSelectTool);
	UI_COMMAND(RegionCopyPasteTool, "Tool - Copy/Paste", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_CopyPaste", RegionCopyPasteTool);
	UI_COMMAND(MirrorTool, "Tool - Mirror", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Mirror", MirrorTool);

	UI_COMMAND(SplineTool, "Tool - Edit Splines", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Tool_Splines", SplineTool);

	UI_COMMAND(CircleBrush, "Brush - Circle", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("BrushSet_Circle", CircleBrush);
	UI_COMMAND(AlphaBrush, "Brush - Alpha", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("BrushSet_Alpha", AlphaBrush);
	UI_COMMAND(AlphaBrush_Pattern, "Brush - Pattern", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("BrushSet_Pattern", AlphaBrush_Pattern);
	UI_COMMAND(ComponentBrush, "Brush - Component", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("BrushSet_Component", ComponentBrush);
	UI_COMMAND(GizmoBrush, "Brush - Gizmo", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("BrushSet_Gizmo", GizmoBrush);
	NameToCommandMap.Add("BrushSet_Splines", SplineTool);

	UI_COMMAND(CircleBrush_Smooth, "Circle Brush - Smooth Falloff", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Circle_Smooth", CircleBrush_Smooth);
	UI_COMMAND(CircleBrush_Linear, "Circle Brush - Linear Falloff", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Circle_Linear", CircleBrush_Linear);
	UI_COMMAND(CircleBrush_Spherical, "Circle Brush - Spherical Falloff", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Circle_Spherical", CircleBrush_Spherical);
	UI_COMMAND(CircleBrush_Tip, "Circle Brush - Tip Falloff", "", EUserInterfaceActionType::RadioButton, FInputChord());
	NameToCommandMap.Add("Circle_Tip", CircleBrush_Tip);

	UI_COMMAND(ViewModeNormal, "Normal", "", EUserInterfaceActionType::RadioButton, FInputChord());
	UI_COMMAND(ViewModeLOD, "LOD", "", EUserInterfaceActionType::RadioButton, FInputChord());
	UI_COMMAND(ViewModeLayerUsage, "Layer Usage", "", EUserInterfaceActionType::RadioButton, FInputChord());
	UI_COMMAND(ViewModeLayerDensity, "Layer Density", "", EUserInterfaceActionType::RadioButton, FInputChord());
	UI_COMMAND(ViewModeLayerDebug, "Layer Debug", "", EUserInterfaceActionType::RadioButton, FInputChord());
	UI_COMMAND(ViewModeWireframeOnTop, "Wireframe on Top", "", EUserInterfaceActionType::RadioButton, FInputChord());
}