Files
UnrealEngineUWP/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Private/ControlRigBlueprintCommands.h
Helge Mathee 326b9eae88 Control Rig: Rename update and inverse to forwards and backwards solve
#rb sara.schvartzman
#jira UE-153498
#preflight https://horde.devtools.epicgames.com/job/6295fd1b95336ad2bfb015f4

[CL 20435454 by Helge Mathee in ue5-main branch]
2022-05-31 07:41:10 -04:00

107 lines
3.4 KiB
C++

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