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#rb sara.schvartzman #jira UE-153498 #preflight https://horde.devtools.epicgames.com/job/6295fd1b95336ad2bfb015f4 [CL 20435454 by Helge Mathee in ue5-main branch]
107 lines
3.4 KiB
C++
107 lines
3.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Framework/Commands/Commands.h"
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#include "ControlRigEditorStyle.h"
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class FControlRigBlueprintCommands : public TCommands<FControlRigBlueprintCommands>
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{
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public:
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FControlRigBlueprintCommands() : TCommands<FControlRigBlueprintCommands>
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(
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"ControlRigBlueprint",
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NSLOCTEXT("Contexts", "Animation", "Rig Blueprint"),
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NAME_None, // "MainFrame" // @todo Fix this crash
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FControlRigEditorStyle::Get().GetStyleSetName() // Icon Style Set
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)
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{}
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/** Deletes the selected items and removes their nodes from the graph. */
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TSharedPtr< FUICommandInfo > DeleteItem;
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/** Toggle Execute the Graph */
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TSharedPtr< FUICommandInfo > ExecuteGraph;
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/** Toggle Auto Compilation in the Graph */
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TSharedPtr< FUICommandInfo > AutoCompileGraph;
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/** Toggle between this and the last event queue */
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TSharedPtr< FUICommandInfo > ToggleEventQueue;
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/** Enable the setup mode for the rig */
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TSharedPtr< FUICommandInfo > SetupEvent;
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/** Run the forwards solve graph */
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TSharedPtr< FUICommandInfo > ForwardsSolveEvent;
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/** Run the backwards solve graph */
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TSharedPtr< FUICommandInfo > BackwardsSolveEvent;
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/** Run the backwards solve graph followed by the forwards solve graph */
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TSharedPtr< FUICommandInfo > BackwardsAndForwardsSolveEvent;
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/** Toggle between Release and Debug execution mode */
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TSharedPtr< FUICommandInfo > ToggleExecutionMode;
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/** Compile and run the optimized rig, ignoring any debug data */
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TSharedPtr< FUICommandInfo > ReleaseMode;
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/** Compile and run the unoptimized rig, ignoring any debug data */
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TSharedPtr< FUICommandInfo > DebugMode;
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/** Resume the execution of the graph when halted at a breakpoint */
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TSharedPtr< FUICommandInfo > ResumeExecution;
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/** Focuses on the node currently being debugged */
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TSharedPtr< FUICommandInfo > ShowCurrentStatement;
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/** Steps to the next node in the execution graph (at the same graph level) when halted at a breakpoint */
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TSharedPtr< FUICommandInfo > StepOver;
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/** Steps into the collapsed/function node, when halted at a breakpoint */
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TSharedPtr< FUICommandInfo > StepInto;
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/** Steps out of the collapsed/function node, when halted at a breakpoint */
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TSharedPtr< FUICommandInfo > StepOut;
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/** Stores the selected node(s) into snippet 1. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet1;
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/** Stores the selected node(s) into snippet 2. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet2;
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/** Stores the selected node(s) into snippet 3. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet3;
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/** Stores the selected node(s) into snippet 4. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet4;
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/** Stores the selected node(s) into snippet 5. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet5;
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/** Stores the selected node(s) into snippet 6. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet6;
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/** Stores the selected node(s) into snippet 7. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet7;
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/** Stores the selected node(s) into snippet 8. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet8;
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/** Stores the selected node(s) into snippet 9. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet9;
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/** Stores the selected node(s) into snippet 0. */
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TSharedPtr< FUICommandInfo > StoreNodeSnippet0;
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/** Frames the selected nodes */
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TSharedPtr< FUICommandInfo > FrameSelection;
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/**
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* Initialize commands
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*/
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virtual void RegisterCommands() override;
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};
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