void FLevelCollectionModel::OnSCCCheckIn() { SCCCheckIn(GetSelectedLevels()); }
void FLevelCollectionModel::OnSCCOpenForAdd() { SCCOpenForAdd(GetSelectedLevels()); }
void FStreamingLevelCollectionModel::BuildHierarchyMenu(FMenuBuilder& InMenuBuilder) const { const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get(); // We show the "level missing" commands, when missing level is selected solely if (IsOneLevelSelected() && InvalidSelectedLevels.Num() == 1) { InMenuBuilder.BeginSection("MissingLevel", LOCTEXT("ViewHeaderRemove", "Missing Level") ); { InMenuBuilder.AddMenuEntry( Commands.FixUpInvalidReference ); InMenuBuilder.AddMenuEntry( Commands.RemoveInvalidReference ); } InMenuBuilder.EndSection(); } // Add common commands InMenuBuilder.BeginSection("Levels", LOCTEXT("LevelsHeader", "Levels") ); { // Make level current if (IsOneLevelSelected()) { InMenuBuilder.AddMenuEntry( Commands.World_MakeLevelCurrent ); } // Visibility commands InMenuBuilder.AddSubMenu( LOCTEXT("VisibilityHeader", "Visibility"), LOCTEXT("VisibilitySubMenu_ToolTip", "Selected Level(s) visibility commands"), FNewMenuDelegate::CreateSP(this, &FStreamingLevelCollectionModel::FillVisibilitySubMenu ) ); // Lock commands InMenuBuilder.AddSubMenu( LOCTEXT("LockHeader", "Lock"), LOCTEXT("LockSubMenu_ToolTip", "Selected Level(s) lock commands"), FNewMenuDelegate::CreateSP(this, &FStreamingLevelCollectionModel::FillLockSubMenu ) ); // Level streaming specific commands if (AreAnyLevelsSelected() && !(IsOneLevelSelected() && GetSelectedLevels()[0]->IsPersistent())) { InMenuBuilder.AddMenuEntry(Commands.World_RemoveSelectedLevels); // InMenuBuilder.AddSubMenu( LOCTEXT("LevelsChangeStreamingMethod", "Change Streaming Method"), LOCTEXT("LevelsChangeStreamingMethod_Tooltip", "Changes the streaming method for the selected levels"), FNewMenuDelegate::CreateRaw(this, &FStreamingLevelCollectionModel::FillSetStreamingMethodSubMenu )); } } InMenuBuilder.EndSection(); // Level selection commands InMenuBuilder.BeginSection("LevelsSelection", LOCTEXT("SelectionHeader", "Selection") ); { InMenuBuilder.AddMenuEntry( Commands.SelectAllLevels ); InMenuBuilder.AddMenuEntry( Commands.DeselectAllLevels ); InMenuBuilder.AddMenuEntry( Commands.InvertLevelSelection ); } InMenuBuilder.EndSection(); // Level actors selection commands InMenuBuilder.BeginSection("Actors", LOCTEXT("ActorsHeader", "Actors") ); { InMenuBuilder.AddMenuEntry( Commands.AddsActors ); InMenuBuilder.AddMenuEntry( Commands.RemovesActors ); // Move selected actors to a selected level if (IsOneLevelSelected()) { InMenuBuilder.AddMenuEntry( Commands.MoveActorsToSelected ); InMenuBuilder.AddMenuEntry( Commands.MoveFoliageToSelected ); } if (AreAnyLevelsSelected() && !(IsOneLevelSelected() && SelectedLevelsList[0]->IsPersistent())) { InMenuBuilder.AddMenuEntry( Commands.SelectStreamingVolumes ); } } InMenuBuilder.EndSection(); }
void FLevelCollectionModel::UnloadSelectedLevels_Executed() { UnloadLevels(GetSelectedLevels()); }
void FLevelCollectionModel::HideSelectedLevels_Executed() { HideLevels(GetSelectedLevels()); }
void FLevelCollectionModel::LockSelectedLevels_Executed() { LockLevels(GetSelectedLevels()); }
void FLevelCollectionModel::ShowSelectedLevels_Executed() { ShowLevels(GetSelectedLevels()); }
void FLevelCollectionModel::SaveSelectedLevels_Executed() { SaveLevels(GetSelectedLevels()); }
void FLevelCollectionModel::OnSCCDiffAgainstDepot() { SCCDiffAgainstDepot(GetSelectedLevels(), Editor.Get()); }
void FLevelCollectionModel::OnSCCRefresh() { SCCRefresh(GetSelectedLevels()); }
void FLevelCollectionModel::OnSCCHistory() { SCCHistory(GetSelectedLevels()); }