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59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "LevelEditorModesActions.h"
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#include "EditorModeRegistry.h"
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DEFINE_LOG_CATEGORY_STATIC(LevelEditorModesActions, Log, All);
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#define LOCTEXT_NAMESPACE "LevelEditorModesActions"
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/** UI_COMMAND takes long for the compile to optimize */
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PRAGMA_DISABLE_OPTIMIZATION
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void FLevelEditorModesCommands::RegisterCommands()
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{
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EditorModeCommands.Empty();
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int editorMode = 0;
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FKey EdModeKeys[9] = { EKeys::One, EKeys::Two, EKeys::Three, EKeys::Four, EKeys::Five, EKeys::Six, EKeys::Seven, EKeys::Eight, EKeys::Nine };
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for ( const FEditorModeInfo& Mode : FEditorModeRegistry::Get().GetSortedModeInfo() )
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{
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// If the mode isn't visible don't create a menu option for it.
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if (!Mode.bVisible)
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{
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continue;
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}
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FName EditorModeCommandName = FName(*(FString("EditorMode.") + Mode.ID.ToString()));
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TSharedPtr<FUICommandInfo> EditorModeCommand =
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FInputBindingManager::Get().FindCommandInContext(GetContextName(), EditorModeCommandName);
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// If a command isn't yet registered for this mode, we need to register one.
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if ( !EditorModeCommand.IsValid() )
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{
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FFormatNamedArguments Args;
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Args.Add( TEXT("Mode"), Mode.Name );
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const FText Tooltip = FText::Format( NSLOCTEXT("LevelEditor", "ModeTooltipF", "Activate {Mode} Editing Mode"), Args );
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FUICommandInfo::MakeCommandInfo(
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this->AsShared(),
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EditorModeCommand,
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EditorModeCommandName,
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Mode.Name,
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Tooltip,
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Mode.IconBrush,
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EUserInterfaceActionType::ToggleButton,
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editorMode < 9 ? FInputChord( EModifierKey::Shift, EdModeKeys[editorMode] ) : FInputChord() );
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EditorModeCommands.Add(EditorModeCommand);
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}
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editorMode++;
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}
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}
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PRAGMA_ENABLE_OPTIMIZATION
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#undef LOCTEXT_NAMESPACE
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