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#jira UE-114839 #rb phillip.kavan #rnx #preflight 609152aa90631e000199463e #preflight 60919af859592e0001f41c7d [CL 16198818 by ben hoffman in ue5-main branch]
477 lines
16 KiB
C++
477 lines
16 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SSubobjectInstanceEditor.h"
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#include "ScopedTransaction.h"
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#include "IDocumentation.h"
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#include "GraphEditorActions.h"
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#include "Editor/EditorEngine.h"
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#include "ISCSEditorUICustomization.h" // #TODO_BH Rename this to subobject
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#include "SCSEditorExtensionContext.h" // #TODO_BH Rename this to subobject
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#include "Styling/SlateIconFinder.h"
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#include "SlateOptMacros.h"
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#include "Widgets/Input/SSearchBox.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "SComponentClassCombo.h"
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#include "SEditorHeaderButton.h"
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#include "Editor/UnrealEdEngine.h"
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#include "Subsystems/PanelExtensionSubsystem.h" // SExtensionPanel
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#include "Kismet2/ComponentEditorUtils.h"
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#define LOCTEXT_NAMESPACE "SSubobjectInstanceEditor"
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extern UNREALED_API UUnrealEdEngine* GUnrealEd;
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////////////////////////////////////////////////
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// SSubobjectInstanceEditor
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void SSubobjectInstanceEditor::Construct(const FArguments& InArgs)
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{
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ObjectContext = InArgs._ObjectContext;
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OnSelectionUpdated = InArgs._OnSelectionUpdated;
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OnItemDoubleClicked = InArgs._OnItemDoubleClicked;
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AllowEditing = InArgs._AllowEditing;
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OnObjectReplaced = InArgs._OnObjectReplaced;
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bAllowTreeUpdates = true;
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CreateCommandList();
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// Build the tree widget
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FSlateBrush const* MobilityHeaderBrush = FEditorStyle::GetBrush(TEXT("ClassIcon.ComponentMobilityHeaderIcon"));
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ConstructTreeWidget();
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// Should only be true when used in the blueprints details panel
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const bool bInlineSearchBarWithButtons = ShowInlineSearchWithButtons();
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TSharedPtr<SWidget> Contents;
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TSharedPtr<SVerticalBox> HeaderBox;
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TSharedPtr<SWidget> SearchBar = SAssignNew(FilterBox, SSearchBox)
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.HintText(!bInlineSearchBarWithButtons ? LOCTEXT("SearchComponentsHint", "Search Components") : LOCTEXT("SearchHint", "Search"))
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.OnTextChanged(this, &SSubobjectInstanceEditor::OnFilterTextChanged)
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.Visibility(this, &SSubobjectInstanceEditor::GetComponentsFilterBoxVisibility);
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FMenuBuilder EditBlueprintMenuBuilder = CreateMenuBuilder();
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// Extension context for new boi
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USCSEditorExtensionContext* ExtensionContext = NewObject<USCSEditorExtensionContext>();
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ExtensionContext->SubobjectEditor = SharedThis(this);
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ExtensionContext->AddToRoot();
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ButtonBox = SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.Padding(0.0f, 0.0f, 4.0f, 0.0f)
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.AutoWidth()
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[
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SNew(SComponentClassCombo)
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.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("Actor.AddComponent")))
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.Visibility(HideComponentClassCombo.Get() ? EVisibility::Hidden : EVisibility::Visible)
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.OnSubobjectClassSelected(this, &SSubobjectInstanceEditor::PerformComboAddClass)
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.ToolTipText(LOCTEXT("AddComponent_Tooltip", "Adds a new component to this actor"))
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.IsEnabled(true)
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]
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+ SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.Padding(0,0,4,0)
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.AutoWidth()
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[
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SAssignNew(ExtensionPanel, SExtensionPanel)
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.ExtensionPanelID("SCSEditor.NextToAddComponentButton")
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.ExtensionContext(ExtensionContext)
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]
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// horizontal slot index #2 => reserved for BP-editor search bar (see 'ButtonBox' and 'SearchBarHorizontalSlotIndex' usage below)
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+ SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.Padding(0,0,4,0)
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.AutoWidth()
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[
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SNew(SEditorHeaderButton)
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.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("Actor.ConvertToBlueprint")))
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.Visibility(this, &SSubobjectInstanceEditor::GetPromoteToBlueprintButtonVisibility)
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.OnClicked(this, &SSubobjectInstanceEditor::OnPromoteToBlueprintClicked)
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.Icon(FAppStyle::Get().GetBrush("Icons.Blueprints"))
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.ToolTip(IDocumentation::Get()->CreateToolTip(
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LOCTEXT("PromoteToBluerprintTooltip", "Converts this actor into a reusable Blueprint Class that can have script behavior" ),
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nullptr,
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TEXT("Shared/LevelEditor"),
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TEXT("ConvertToBlueprint")))
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]
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+ SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.AutoWidth()
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[
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SNew(SEditorHeaderButton)
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.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("Actor.EditBlueprint")))
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.Visibility(this, &SSubobjectInstanceEditor::GetEditBlueprintButtonVisibility)
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.ToolTipText(LOCTEXT("EditActorBlueprint_Tooltip", "Edit the Blueprint for this Actor"))
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.Icon(FAppStyle::Get().GetBrush("Icons.Blueprints"))
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.MenuContent()
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[
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EditBlueprintMenuBuilder.MakeWidget()
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]
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];
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Contents = SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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.VAlign(VAlign_Top)
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.Padding(4.f, 0, 4.f, 4.f)
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[
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SAssignNew(HeaderBox, SVerticalBox)
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]
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+ SVerticalBox::Slot()
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[
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SNew(SBorder)
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.BorderImage(FAppStyle::Get().GetBrush("SCSEditor.Background"))
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.Padding(4.f)
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.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("ComponentsPanel")))
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.Visibility(this, &SSubobjectInstanceEditor::GetComponentsTreeVisibility)
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[
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TreeWidget.ToSharedRef()
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]
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];
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// Only insert the buttons and search bar in the Blueprints version
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if (bInlineSearchBarWithButtons)
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{
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ButtonBox->AddSlot()
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.FillWidth(1.0f)
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.VAlign(VAlign_Center)
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.Padding(3.0f, 3.0f)
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[
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SearchBar.ToSharedRef()
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];
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HeaderBox->AddSlot()
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.VAlign(VAlign_Center)
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.AutoHeight()
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[
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ButtonBox.ToSharedRef()
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];
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}
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this->ChildSlot
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[
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Contents.ToSharedRef()
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];
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// Populate the tree with subobject data
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UpdateTree();
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}
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END_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void SSubobjectInstanceEditor::OnDeleteNodes()
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{
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const FScopedTransaction Transaction( LOCTEXT("RemoveComponents", "Remove Components") );
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// Invalidate any active component in the visualizer
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GUnrealEd->ComponentVisManager.ClearActiveComponentVis();
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// Gather the handles of the components that we want to delete
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TArray<FSubobjectDataHandle> HandlesToDelete;
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TArray<FSubobjectEditorTreeNodePtrType> SelectedNodes = GetSelectedNodes();
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for(const FSubobjectEditorTreeNodePtrType& Node : SelectedNodes)
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{
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check(Node->IsValid());
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const FSubobjectData* Data = Node->GetDataSource();
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if(Data && Data->IsComponent())
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{
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HandlesToDelete.Add(Data->GetHandle());
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}
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}
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if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
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{
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FSubobjectDataHandle HandleToSelect;
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int32 NumDeleted = System->DeleteSubobjects(RootNodes[0]->GetDataHandle(), HandlesToDelete, HandleToSelect);
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if(NumDeleted > 0)
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{
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if(HandleToSelect.IsValid())
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{
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FSubobjectEditorTreeNodePtrType NodeToSelect = FindSlateNodeForHandle(HandleToSelect);
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if(NodeToSelect.IsValid())
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{
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TreeWidget->SetSelection(NodeToSelect);
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}
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}
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UpdateTree();
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// Do this AFTER marking the Blueprint as modified
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UpdateSelectionFromNodes(TreeWidget->GetSelectedItems());
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}
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}
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}
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void SSubobjectInstanceEditor::CopySelectedNodes()
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{
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TArray<FSubobjectDataHandle> SelectedHandles = GetSelectedHandles();
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if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
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{
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return System->CopySubobjects(SelectedHandles, /* BpContext = */ nullptr);
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}
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}
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void SSubobjectInstanceEditor::OnDuplicateComponent()
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{
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TArray<FSubobjectDataHandle> SelectedNodes = GetSelectedHandles();
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if(SelectedNodes.Num() > 0)
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{
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// Force the text box being edited (if any) to commit its text. The duplicate operation may trigger a regeneration of the tree view,
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// releasing all row widgets. If one row was in edit mode (rename/rename on create), it was released before losing the focus and
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// this would prevent the completion of the 'rename' or 'create + give initial name' transaction (occurring on focus lost).
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FSlateApplication::Get().ClearKeyboardFocus();
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const FScopedTransaction Transaction(SelectedNodes.Num() > 1 ? LOCTEXT("DuplicateComponents", "Duplicate Components") : LOCTEXT("DuplicateComponent", "Duplicate Component"));
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if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
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{
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System->DuplicateSubobjects(GetObjectContextHandle(), SelectedNodes, /* BpContext = */ nullptr);
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UpdateTree();
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}
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}
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}
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void SSubobjectInstanceEditor::PasteNodes()
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{
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if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
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{
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TArray<FSubobjectDataHandle> OutHandles;
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System->PasteSubobjects(GetObjectContextHandle(), GetSelectedHandles(), nullptr, OutHandles);
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if(OutHandles.Num() > 0)
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{
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// We only want the pasted node(s) to be selected
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TreeWidget->ClearSelection();
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UpdateTree();
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for(const FSubobjectDataHandle& Handle : OutHandles)
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{
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if(FSubobjectEditorTreeNodePtrType SlateNode = FindSlateNodeForHandle(Handle))
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{
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TreeWidget->SetItemSelection(SlateNode, true);
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}
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}
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}
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}
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}
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void SSubobjectInstanceEditor::OnAttachToDropAction(FSubobjectEditorTreeNodePtrType DroppedOn, const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs)
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{
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// Ask the subsystem to attach the dropped nodes onto the dropped on node
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check(DroppedOn.IsValid());
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check(DroppedNodePtrs.Num() > 0);
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USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get();
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check(System);
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const FScopedTransaction TransactionContext(DroppedNodePtrs.Num() > 1 ? LOCTEXT("AttachComponents", "Attach Components") : LOCTEXT("AttachComponent", "Attach Component"));
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TArray<FSubobjectDataHandle> HandlesToMove;
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Utils::PopulateHandlesArray(DroppedNodePtrs, HandlesToMove);
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FReparentSubobjectParams Params;
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Params.NewParentHandle = DroppedOn->GetDataHandle();
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System->ReparentSubobjects(Params, HandlesToMove);
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check(TreeWidget.IsValid());
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TreeWidget->SetItemExpansion(DroppedOn, true);
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PostDragDropAction(true);
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}
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void SSubobjectInstanceEditor::OnDetachFromDropAction(const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs)
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{
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check(DroppedNodePtrs.Num() > 0);
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const FScopedTransaction TransactionContext(DroppedNodePtrs.Num() > 1 ? LOCTEXT("DetachComponents", "Detach Components") : LOCTEXT("DetachComponent", "Detach Component"));
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TArray<FSubobjectDataHandle> HandlesToMove;
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Utils::PopulateHandlesArray(DroppedNodePtrs, HandlesToMove);
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// Attach the dropped node to the current scene root node
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FSubobjectEditorTreeNodePtrType SceneRootNodePtr = GetSceneRootNode();
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check(SceneRootNodePtr.IsValid());
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// Ask the subsystem to reparent this object to the scene root
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if(USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get())
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{
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FReparentSubobjectParams Params;
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Params.NewParentHandle = SceneRootNodePtr->GetDataHandle();
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System->ReparentSubobjects(Params, HandlesToMove);
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}
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PostDragDropAction(false);
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}
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void SSubobjectInstanceEditor::OnMakeNewRootDropAction(FSubobjectEditorTreeNodePtrType DroppedNodePtr)
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{
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// Get the current scene root node
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FSubobjectEditorTreeNodePtrType SceneRootNodePtr = GetSceneRootNode();
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// We cannot handle the drop action if any of these conditions fail on entry.
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//if (!ensure(SceneRootNodePtr.IsValid()) || !ensure(DroppedNodePtr.IsValid()) || !ensure(DroppedNodePtr == SceneRootNodePtr))
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//{
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// return;
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//}
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// Create a transaction record
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const FScopedTransaction TransactionContext(LOCTEXT("MakeNewSceneRoot", "Make New Scene Root"));
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USubobjectDataSubsystem* Subsystem = USubobjectDataSubsystem::Get();
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const bool bSuccess = Subsystem->MakeNewSceneRoot(
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GetObjectContextHandle(),
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DroppedNodePtr->GetDataHandle(),
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nullptr);
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PostDragDropAction(true);
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}
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void SSubobjectInstanceEditor::PostDragDropAction(bool bRegenerateTreeNodes)
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{
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GUnrealEd->ComponentVisManager.ClearActiveComponentVis();
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UpdateTree(bRegenerateTreeNodes);
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if(AActor* ActorInstance = Cast<AActor>(GetObjectContext()))
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{
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ActorInstance->RerunConstructionScripts();
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}
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}
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TSharedPtr<SWidget> SSubobjectInstanceEditor::BuildSceneRootDropActionMenu(FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr)
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{
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FMenuBuilder MenuBuilder(true, CommandList);
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const FSubobjectData* DroppedNodeData = DroppedNodePtr->GetDataSource();
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const FSubobjectData* DroppedOntoNodeData = DroppedOntoNodePtr->GetDataSource();
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check(DroppedNodeData);
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MenuBuilder.BeginSection("SceneRootNodeDropActions", LOCTEXT("SceneRootNodeDropActionContextMenu", "Drop Actions"));
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{
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const FText DroppedVariableNameText = FText::FromName( DroppedNodeData->GetVariableName() );
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const FText NodeVariableNameText = FText::FromName( DroppedOntoNodeData->GetVariableName() );
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bool bDroppedInSameBlueprint = true;
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MenuBuilder.AddMenuEntry(
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LOCTEXT("DropActionLabel_AttachToRootNode", "Attach"),
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bDroppedInSameBlueprint
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? FText::Format( LOCTEXT("DropActionToolTip_AttachToRootNode", "Attach {0} to {1}."), DroppedVariableNameText, NodeVariableNameText )
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: FText::Format( LOCTEXT("DropActionToolTip_AttachToRootNodeFromCopy", "Copy {0} to a new variable and attach it to {1}."), DroppedVariableNameText, NodeVariableNameText ),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SSubobjectEditor::OnAttachToDropAction, DroppedOntoNodePtr, DroppedNodePtr),
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FCanExecuteAction()));
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const bool bIsDefaultSceneRoot = DroppedNodeData->IsDefaultSceneRoot();
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FText NewRootNodeText = bIsDefaultSceneRoot
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? FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNodeAndDelete", "Make {0} the new root. The default root will be deleted."), DroppedVariableNameText)
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: FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNode", "Make {0} the new root."), DroppedVariableNameText);
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FText NewRootNodeFromCopyText = bIsDefaultSceneRoot
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? FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNodeFromCopyAndDelete", "Copy {0} to a new variable and make it the new root. The default root will be deleted."), DroppedVariableNameText)
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: FText::Format(LOCTEXT("DropActionToolTip_MakeNewRootNodeFromCopy", "Copy {0} to a new variable and make it the new root."), DroppedVariableNameText);
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MenuBuilder.AddMenuEntry(
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LOCTEXT("DropActionLabel_MakeNewRootNode", "Make New Root"),
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bDroppedInSameBlueprint ? NewRootNodeText : NewRootNodeFromCopyText,
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SSubobjectEditor::OnMakeNewRootDropAction, DroppedNodePtr),
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FCanExecuteAction()));
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}
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MenuBuilder.EndSection();
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return MenuBuilder.MakeWidget();
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}
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FSubobjectDataHandle SSubobjectInstanceEditor::AddNewSubobject(const FSubobjectDataHandle& ParentHandle, UClass* NewClass, UObject* AssetOverride, FText& OutFailReason, TUniquePtr<FScopedTransaction> InOngoingTransaction)
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{
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FAddNewSubobjectParams Params;
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Params.ParentHandle = ParentHandle;
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Params.NewClass = NewClass;
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Params.AssetOverride = AssetOverride;
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// This is an instance, so the blueprint context is null!
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Params.BlueprintContext = nullptr;
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USubobjectDataSubsystem* System = USubobjectDataSubsystem::Get();
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check(System);
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return System->AddNewSubobject(Params,OutFailReason);
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}
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void SSubobjectInstanceEditor::PopulateContextMenuImpl(UToolMenu* InMenu, TArray<FSubobjectEditorTreeNodePtrType>& InSelectedItems, bool bIsChildActorSubtreeNodeSelected)
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{
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TArray<UActorComponent*> SelectedComponents;
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for(const FSubobjectEditorTreeNodePtrType& SelectedNodePtr : InSelectedItems)
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{
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check(SelectedNodePtr->IsValid());
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// Get the component template associated with the selected node
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const UActorComponent* ComponentTemplate = SelectedNodePtr->GetComponentTemplate();
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if (ComponentTemplate)
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{
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// #TODO_BH Remove this const cast
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SelectedComponents.Add(const_cast<UActorComponent*>(ComponentTemplate));
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}
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}
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// Common menu options added for all component types
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FComponentEditorUtils::FillComponentContextMenuOptions(InMenu, SelectedComponents);
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}
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FSlateColor SSubobjectInstanceEditor::GetColorTintForIcon(FSubobjectEditorTreeNodePtrType Node) const
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{
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static const FLinearColor IntroducedHereColor(FLinearColor::White);
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// A blue-ish tint
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static const FLinearColor InheritedBlueprintComponentColor(0.08f, 0.35f, 0.6f);
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static const FLinearColor InstancedInheritedBlueprintComponentColor(0.08f, 0.35f, 0.6f);
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// A green-ish tint
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static const FLinearColor InheritedNativeComponentColor(0.7f, 0.9f, 0.7f);
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const FSubobjectData* Data = Node ? Node->GetDataSource() : nullptr;
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if(!Data)
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{
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return IntroducedHereColor;
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}
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if (Data->IsInheritedComponent())
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{
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// Native C++ components will be tinted green
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if (Data->IsNativeComponent())
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{
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return InheritedNativeComponentColor;
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}
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else if (Data->IsInstancedComponent())
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{
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return InstancedInheritedBlueprintComponentColor;
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}
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else
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{
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return InheritedBlueprintComponentColor;
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}
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}
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// If its not an actor, instanced, or native inherited component then it must be inherited from a BP
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else if(!Data->IsActor() && !Data->IsInstancedComponent())
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{
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return InheritedBlueprintComponentColor;
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}
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else if(Data->IsActor())
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{
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return FSlateColor::UseForeground();
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}
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return IntroducedHereColor;
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}
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#undef LOCTEXT_NAMESPACE
|