Files
UnrealEngineUWP/Engine/Source/Editor/SkeletonEditor/Private/SkeletonTreeCommands.h
jose villarroel 6819105991 Added first pass on blend profile modes for skeleton editor
#jira none
#review @Louise.Rasmussen

[CL 14832442 by jose villarroel in ue5-main branch]
2020-12-01 20:02:06 -04:00

114 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "EditorStyleSet.h"
#include "Framework/Commands/Commands.h"
/**
* Class containing commands for skeleton tree actions
*/
class FSkeletonTreeCommands : public TCommands<FSkeletonTreeCommands>
{
public:
FSkeletonTreeCommands()
: TCommands<FSkeletonTreeCommands>
(
TEXT("SkeletonTree"), // Context name for fast lookup
NSLOCTEXT("Contexts", "SkelTree", "Skeleton Tree"), // Localized context name for displaying
NAME_None, // Parent context name.
FEditorStyle::GetStyleSetName() // Icon Style Set
)
{
}
/** Initialize commands */
virtual void RegisterCommands() override;
/** Show all bones in the tree */
TSharedPtr< FUICommandInfo > ShowAllBones;
/** Show only bones that are present in the current mesh */
TSharedPtr< FUICommandInfo > ShowMeshBones;
/** Show only bones that are present in the current LOD */
TSharedPtr< FUICommandInfo > ShowLODBones;
/** Show only bones that have weighted vertices */
TSharedPtr< FUICommandInfo > ShowWeightedBones;
/** Hide all bones */
TSharedPtr< FUICommandInfo > HideBones;
/** Show retargeting options */
TSharedPtr< FUICommandInfo > ShowRetargeting;
/** Flatten hierarchy on filter */
TSharedPtr< FUICommandInfo > FilteringFlattensHierarchy;
/** Hide parents on filter */
TSharedPtr< FUICommandInfo > HideParentsWhenFiltering;
/** Add a socket to the skeleton */
TSharedPtr< FUICommandInfo > AddSocket;
/** Customize a socket for a mesh */
TSharedPtr< FUICommandInfo > CreateMeshSocket;
/** Remove customization for a socket (actually just deletes the mesh socket) */
TSharedPtr< FUICommandInfo > RemoveMeshSocket;
/** Promotes a mesh-only socket to the skeleton */
TSharedPtr< FUICommandInfo > PromoteSocketToSkeleton;
/** Delete selected rows (deletes any sockets or assets selected in the tree */
TSharedPtr< FUICommandInfo > DeleteSelectedRows;
/** Show active sockets */
TSharedPtr< FUICommandInfo > ShowActiveSockets;
/** Show skeletal mesh sockets */
TSharedPtr< FUICommandInfo > ShowMeshSockets;
/** Show skeleton sockets */
TSharedPtr< FUICommandInfo > ShowSkeletonSockets;
/** Show all sockets */
TSharedPtr< FUICommandInfo > ShowAllSockets;
/** Hide all sockets */
TSharedPtr< FUICommandInfo > HideSockets;
/** Copy bone names */
TSharedPtr< FUICommandInfo > CopyBoneNames;
/** Reset bone transforms */
TSharedPtr< FUICommandInfo > ResetBoneTransforms;
/** Copy sockets to clipboard */
TSharedPtr< FUICommandInfo > CopySockets;
/** Paste sockets from clipboard */
TSharedPtr< FUICommandInfo > PasteSockets;
/** Paste sockets from clipboard */
TSharedPtr< FUICommandInfo > PasteSocketsToSelectedBone;
/** Focus the camera on the current selection */
TSharedPtr< FUICommandInfo > FocusCamera;
/** Create a new blend profile with time mode*/
TSharedPtr< FUICommandInfo > CreateTimeBlendProfile;
/** Create a new blend profile with weight mode*/
TSharedPtr< FUICommandInfo > CreateWeightBlendProfile;
/** Create a new blend mask */
TSharedPtr< FUICommandInfo > CreateBlendMask;
/** Remove the currently active blend profile */
TSharedPtr< FUICommandInfo > DeleteCurrentBlendProfile;
};