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Changelists window - Place the "Changelist" window under the "Tools -> Source Control" group
#rb julien.lheureux, matt.kuhlenschmidt [CL 15067033 by Sebastien Lussier in ue5-main branch]
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@@ -52,16 +52,29 @@ void FSourceControlWindowsModule::StartupModule()
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{
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ISourceControlWindowsModule::StartupModule();
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// We're going to call a static function in the editor style module, so we need to make sure the module has actually been loaded
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FModuleManager::Get().LoadModuleChecked("EditorStyle");
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// Create a Source Control group under the Tools category
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const FSlateIcon SourceControlIcon(FEditorStyle::GetStyleSetName(), "SourceControl.ChangelistsTab");
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const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
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TSharedRef<FWorkspaceItem> SourceControlGroup = MenuStructure.GetToolsCategory()->AddGroup(
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LOCTEXT("WorkspaceMenu_SourceControlCategory", "Source Control"),
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LOCTEXT("SourceControlMenuTooltipText", "Source Control Operations"),
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SourceControlIcon,
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true);
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// Register the changlist tab spawner
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FGlobalTabmanager::Get()->RegisterNomadTabSpawner(SourceControlChangelistsTabName, FOnSpawnTab::CreateRaw(this, &FSourceControlWindowsModule::CreateChangelistsTab))
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.SetDisplayName(LOCTEXT("ChangelistsTabTitle", "Changelists"));
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.SetDisplayName(LOCTEXT("ChangelistsTabTitle", "Changelists"))
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.SetGroup(SourceControlGroup)
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.SetIcon(SourceControlIcon);
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#if WITH_HOT_RELOAD
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// This code attempts to relaunch the GameplayCueEditor tab when you hotreload this module
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if (GIsHotReload && FSlateApplication::IsInitialized())
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{
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FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>(TEXT("LevelEditor"));
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TSharedPtr<FTabManager> LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager();
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LevelEditorTabManager->TryInvokeTab(SourceControlChangelistsTabName);
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ShowChangelistsTab();
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}
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#endif // WITH_HOT_RELOAD
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}
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