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557 lines
20 KiB
C++
557 lines
20 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Menus/MainMenu.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/MultiBox/MultiBoxDefs.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Interfaces/IMainFrameModule.h"
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#include "DesktopPlatformModule.h"
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#include "ISourceControlModule.h"
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#include "Toolkits/AssetEditorToolkit.h"
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#include "Toolkits/GlobalEditorCommonCommands.h"
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#include "SourceCodeNavigation.h"
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#include "Interfaces/ITargetPlatform.h"
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#include "Interfaces/ITargetPlatformManagerModule.h"
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#include "EditorStyleSet.h"
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#include "Classes/EditorStyleSettings.h"
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#include "Editor/UnrealEdEngine.h"
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#include "Settings/EditorExperimentalSettings.h"
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#include "UnrealEdGlobals.h"
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#include "Frame/MainFrameActions.h"
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#include "Menus/LayoutsMenu.h"
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#include "Menus/PackageProjectMenu.h"
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#include "Menus/RecentProjectsMenu.h"
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#include "Menus/SettingsMenu.h"
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#include "Menus/MainFrameTranslationEditorMenu.h"
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#include "ToolMenus.h"
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#include "WorkspaceMenuStructure.h"
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#include "WorkspaceMenuStructureModule.h"
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#include "Features/EditorFeatures.h"
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#include "Features/IModularFeatures.h"
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#include "UndoHistoryModule.h"
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#include "Framework/Commands/GenericCommands.h"
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#include "ToolboxModule.h"
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#define LOCTEXT_NAMESPACE "MainFileMenu"
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void FMainMenu::RegisterFileMenu()
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{
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UToolMenus* ToolMenus = UToolMenus::Get();
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UToolMenu* FileMenu = ToolMenus->RegisterMenu("MainFrame.MainMenu.File");
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FToolMenuSection& FileLoadAndSaveSection = FileMenu->AddSection("FileLoadAndSave", LOCTEXT("LoadSandSaveHeading", "Load and Save"));
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{
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// Open Asset...
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FileLoadAndSaveSection.AddMenuEntry(FGlobalEditorCommonCommands::Get().SummonOpenAssetDialog);
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// Save All
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FileLoadAndSaveSection.AddMenuEntry(FMainFrameCommands::Get().SaveAll);
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// Choose specific files to save
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FileLoadAndSaveSection.AddMenuEntry(FMainFrameCommands::Get().ChooseFilesToSave);
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FileLoadAndSaveSection.AddDynamicEntry("SourceControl", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
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{
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if (ISourceControlModule::Get().IsEnabled() && ISourceControlModule::Get().GetProvider().IsAvailable())
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{
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// Choose specific files to submit
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InSection.AddMenuEntry(FMainFrameCommands::Get().ChooseFilesToCheckIn);
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}
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else
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{
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InSection.AddMenuEntry(FMainFrameCommands::Get().ConnectToSourceControl);
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}
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}));
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}
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RegisterFileProjectMenu();
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RegisterRecentFileAndExitMenuItems();
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}
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#undef LOCTEXT_NAMESPACE
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#define LOCTEXT_NAMESPACE "MainEditMenu"
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void FMainMenu::RegisterEditMenu()
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{
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UToolMenu* EditMenu = UToolMenus::Get()->RegisterMenu("MainFrame.MainMenu.Edit");
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{
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FToolMenuSection& Section = EditMenu->AddSection("EditHistory", LOCTEXT("HistoryHeading", "History"));
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struct Local
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{
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/** @return Returns a dynamic text string for Undo that contains the name of the action */
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static FText GetUndoLabelText()
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{
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return FText::Format(LOCTEXT("DynamicUndoLabel", "Undo {0}"), GUnrealEd->Trans->GetUndoContext().Title);
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}
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/** @return Returns a dynamic text string for Redo that contains the name of the action */
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static FText GetRedoLabelText()
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{
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return FText::Format(LOCTEXT("DynamicRedoLabel", "Redo {0}"), GUnrealEd->Trans->GetRedoContext().Title);
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}
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};
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// Undo
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TAttribute<FText> DynamicUndoLabel;
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DynamicUndoLabel.BindStatic(&Local::GetUndoLabelText);
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Section.AddMenuEntry(FGenericCommands::Get().Undo, DynamicUndoLabel); // TAttribute< FString >::Create( &Local::GetUndoLabelText ) );
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// Redo
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TAttribute< FText > DynamicRedoLabel;
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DynamicRedoLabel.BindStatic( &Local::GetRedoLabelText );
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Section.AddMenuEntry(FGenericCommands::Get().Redo, DynamicRedoLabel); // TAttribute< FString >::Create( &Local::GetRedoLabelText ) );
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// Show undo history
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Section.AddMenuEntry(
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"UndoHistory",
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LOCTEXT("UndoHistoryTabTitle", "Undo History"),
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LOCTEXT("UndoHistoryTooltipText", "View the entire undo history."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "UndoHistory.TabIcon"),
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FUIAction(FExecuteAction::CreateStatic(&FUndoHistoryModule::ExecuteOpenUndoHistory))
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);
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}
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{
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FToolMenuSection& Section = EditMenu->AddSection("Configuration", LOCTEXT("ConfigurationHeading", "Configuration"));
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if (GetDefault<UEditorStyleSettings>()->bExpandConfigurationMenus)
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{
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Section.AddSubMenu(
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"EditorPreferencesSubMenu",
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LOCTEXT("EditorPreferencesSubMenuLabel", "Editor Preferences"),
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LOCTEXT("EditorPreferencesSubMenuToolTip", "Configure the behavior and features of this Editor"),
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FNewToolMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Editor")),
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false,
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FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon")
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);
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Section.AddSubMenu(
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"ProjectSettingsSubMenu",
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LOCTEXT("ProjectSettingsSubMenuLabel", "Project Settings"),
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LOCTEXT("ProjectSettingsSubMenuToolTip", "Change the settings of the currently loaded project"),
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FNewToolMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Project")),
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false,
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FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon")
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);
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}
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else
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{
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#if !PLATFORM_MAC // Handled by app's menu in menu bar
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Section.AddMenuEntry(
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"EditorPreferencesMenu",
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LOCTEXT("EditorPreferencesMenuLabel", "Editor Preferences..."),
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LOCTEXT("EditorPreferencesMenuToolTip", "Configure the behavior and features of the Unreal Editor."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon"),
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FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Editor"), FName("General"), FName("Appearance")))
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);
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#endif
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Section.AddMenuEntry(
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"ProjectSettingsMenu",
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LOCTEXT("ProjectSettingsMenuLabel", "Project Settings..."),
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LOCTEXT("ProjectSettingsMenuToolTip", "Change the settings of the currently loaded project."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon"),
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FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Project"), FName("Project"), FName("General")))
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);
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}
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Section.AddDynamicEntry("PluginsEditor", FNewToolMenuDelegateLegacy::CreateLambda([](FMenuBuilder& InBuilder, UToolMenu* InData)
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{
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//@todo The tab system needs to be able to be extendable by plugins [9/3/2013 Justin.Sargent]
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if (IModularFeatures::Get().IsModularFeatureAvailable(EditorFeatures::PluginsEditor))
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{
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FGlobalTabmanager::Get()->PopulateTabSpawnerMenu(InBuilder, "PluginsEditor");
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}
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}));
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}
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}
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#undef LOCTEXT_NAMESPACE
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#define LOCTEXT_NAMESPACE "MainWindowMenu"
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void FMainMenu::RegisterWindowMenu()
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{
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UToolMenu* Menu = UToolMenus::Get()->RegisterMenu("MainFrame.MainMenu.Window");
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// Level Editor, General, and Testing sections
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// Automatically populate tab spawners from TabManager
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Menu->AddDynamicSection("TabManagerSection", FNewToolMenuDelegateLegacy::CreateLambda([](FMenuBuilder& InBuilder, UToolMenu* InData)
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{
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if (USlateTabManagerContext* TabManagerContext = InData->FindContext<USlateTabManagerContext>())
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{
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TSharedPtr<FTabManager> TabManager = TabManagerContext->TabManager.Pin();
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if (TabManager.IsValid())
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{
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// Local editor tabs
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TabManager->PopulateLocalTabSpawnerMenu(InBuilder);
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// General tabs
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const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
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TabManager->PopulateTabSpawnerMenu(InBuilder, MenuStructure.GetStructureRoot());
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}
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}
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}));
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// Project Launcher section
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{
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FToolMenuSection& Section = Menu->AddSection("WindowGlobalTabSpawners");
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Section.AddMenuEntry(
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"ProjectLauncher",
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LOCTEXT("ProjectLauncherLabel", "Project Launcher"),
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LOCTEXT("ProjectLauncherToolTip", "The Project Launcher provides advanced workflows for packaging, deploying and launching your projects."),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "Launcher.TabIcon"),
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FUIAction(FExecuteAction::CreateStatic(&FMainMenu::OpenProjectLauncher))
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);
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}
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// Experimental section
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{
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// This is a temporary home for the spawners of experimental features that must be explicitly enabled.
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// When the feature becomes permanent and need not check a flag, register a nomad spawner for it in the proper WorkspaceMenu category
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const bool bLocalizationDashboard = GetDefault<UEditorExperimentalSettings>()->bEnableLocalizationDashboard;
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const bool bTranslationPicker = GetDefault<UEditorExperimentalSettings>()->bEnableTranslationPicker;
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// Make sure at least one is enabled before creating the section
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if (bLocalizationDashboard || bTranslationPicker)
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{
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FToolMenuSection& Section = Menu->AddSection("ExperimentalTabSpawners", LOCTEXT("ExperimentalTabSpawnersHeading", "Experimental"));
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{
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// Localization Dashboard
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if (bLocalizationDashboard)
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{
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Section.AddMenuEntry(
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"LocalizationDashboard",
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LOCTEXT("LocalizationDashboardLabel", "Localization Dashboard"),
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LOCTEXT("LocalizationDashboardToolTip", "Open the Localization Dashboard for this Project."),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateStatic(&FMainMenu::OpenLocalizationDashboard))
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);
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}
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// Translation Picker
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if (bTranslationPicker)
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{
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Section.AddMenuEntry(
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"TranslationPicker",
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LOCTEXT("TranslationPickerMenuItem", "Translation Picker"),
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LOCTEXT("TranslationPickerMenuItemToolTip", "Launch the Translation Picker to Modify Editor Translations"),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateStatic(&FMainFrameTranslationEditorMenu::HandleOpenTranslationPicker))
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);
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}
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}
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}
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}
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// Layout section
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{
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FToolMenuSection& Section = Menu->AddSection("WindowLayout", NSLOCTEXT("MainAppMenu", "LayoutManagementHeader", "Layout"));
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// Load Layout
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Section.AddEntry(FToolMenuEntry::InitSubMenu(
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"LoadLayout",
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NSLOCTEXT("LayoutMenu", "LayoutLoadHeader", "Load Layout"),
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NSLOCTEXT("LayoutMenu", "LoadLayoutsSubMenu_ToolTip", "Load a layout configuration from disk"),
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FNewToolMenuDelegate::CreateStatic(&FLayoutsMenuLoad::MakeLoadLayoutsMenu)
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));
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// Save and Remove Layout
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// Opposite to "Load Layout", Save and Remove are dynamic, i.e., they can be enabled/removed depending on the value of
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// the variable GetDefault<UEditorStyleSettings>()->bEnableUserEditorLayoutManagement
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Section.AddDynamicEntry("OverrideAndRemoveLayout", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
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{
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if (GetDefault<UEditorStyleSettings>()->bEnableUserEditorLayoutManagement)
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{
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// Save Layout
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InSection.AddEntry(FToolMenuEntry::InitSubMenu(
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"OverrideLayout",
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NSLOCTEXT("LayoutMenu", "OverrideLayoutsSubMenu", "Save Layout"),
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NSLOCTEXT("LayoutMenu", "OverrideLayoutsSubMenu_ToolTip", "Save your current layout configuration on disk"),
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FNewToolMenuDelegate::CreateStatic(&FLayoutsMenuSave::MakeSaveLayoutsMenu)
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));
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// Remove Layout
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InSection.AddEntry(FToolMenuEntry::InitSubMenu(
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"RemoveLayout",
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NSLOCTEXT("LayoutMenu", "RemoveLayoutsSubMenu", "Remove Layout"),
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NSLOCTEXT("LayoutMenu", "RemoveLayoutsSubMenu_ToolTip", "Remove a layout configuration from disk"),
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FNewToolMenuDelegate::CreateStatic(&FLayoutsMenuRemove::MakeRemoveLayoutsMenu)
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));
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}
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}));
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// Enable Fullscreen section
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#if !PLATFORM_MAC && !PLATFORM_LINUX // On Mac/Linux windowed fullscreen mode in the editor is currently unavailable
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// Separator
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Section.AddSeparator("FullscreenSeparator");
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// Fullscreen
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Section.AddMenuEntry(FMainFrameCommands::Get().ToggleFullscreen);
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#endif
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}
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}
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#undef LOCTEXT_NAMESPACE
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#define LOCTEXT_NAMESPACE "MainHelpMenu"
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void FMainMenu::RegisterHelpMenu()
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{
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UToolMenu* Menu = UToolMenus::Get()->RegisterMenu("MainFrame.MainMenu.Help");
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FToolMenuSection& BugReportingSection = Menu->AddSection("BugReporting", NSLOCTEXT("MainHelpMenu", "BugsReporting", "Bugs"));
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{
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BugReportingSection.AddMenuEntry(FMainFrameCommands::Get().ReportABug);
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BugReportingSection.AddMenuEntry(FMainFrameCommands::Get().OpenIssueTracker);
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}
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FToolMenuSection& HelpOnlineSection = Menu->AddSection("HelpOnline", NSLOCTEXT("MainHelpMenu", "Online", "Help Online"));
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{
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HelpOnlineSection.AddMenuEntry(FMainFrameCommands::Get().VisitSupportWebSite);
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HelpOnlineSection.AddMenuEntry(FMainFrameCommands::Get().VisitForums);
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HelpOnlineSection.AddMenuEntry(FMainFrameCommands::Get().VisitSearchForAnswersPage);
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HelpOnlineSection.AddMenuEntry(FMainFrameCommands::Get().VisitWiki);
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const FText SupportWebSiteLabel = NSLOCTEXT("MainHelpMenu", "VisitUnrealEngineSupportWebSite", "Unreal Engine Support Web Site...");
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HelpOnlineSection.AddSeparator("EpicGamesHelp");
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HelpOnlineSection.AddMenuEntry(FMainFrameCommands::Get().VisitEpicGamesDotCom);
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HelpOnlineSection.AddSeparator("Credits");
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HelpOnlineSection.AddMenuEntry(FMainFrameCommands::Get().CreditsUnrealEd);
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}
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#if !PLATFORM_MAC // Handled by app's menu in menu bar
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FToolMenuSection& HelpApplicationSection = Menu->AddSection("HelpApplication", NSLOCTEXT("MainHelpMenu", "Application", "Application"));
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{
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const FText AboutWindowTitle = NSLOCTEXT("MainHelpMenu", "AboutUnrealEditor", "About Unreal Editor...");
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HelpApplicationSection.AddMenuEntry(FMainFrameCommands::Get().AboutUnrealEd, AboutWindowTitle);
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}
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#endif
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}
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#undef LOCTEXT_NAMESPACE
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TSharedRef<SWidget> FMainMenu::MakeMainMenu(const TSharedPtr<FTabManager>& TabManager, const FName MenuName, FToolMenuContext& ToolMenuContext)
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{
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// Cache all project names once
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FMainFrameActionCallbacks::CacheProjectNames();
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FMainMenu::RegisterMainMenu();
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ToolMenuContext.AppendCommandList(FMainFrameCommands::ActionList);
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USlateTabManagerContext* ContextObject = NewObject<USlateTabManagerContext>();
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ContextObject->TabManager = TabManager;
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ToolMenuContext.AddObject(ContextObject);
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// Create the menu bar!
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TSharedRef<SWidget> MenuBarWidget = UToolMenus::Get()->GenerateWidget(MenuName, ToolMenuContext);
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if (MenuBarWidget != SNullWidget::NullWidget)
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{
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// Tell tab-manager about the multi-box for platforms with a global menu bar
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TSharedRef<SMultiBoxWidget> MultiBoxWidget = StaticCastSharedRef<SMultiBoxWidget>(MenuBarWidget);
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TabManager->SetMenuMultiBox(ConstCastSharedRef<FMultiBox>(MultiBoxWidget->GetMultiBox()), MultiBoxWidget);
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}
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return MenuBarWidget;
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}
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void FMainMenu::RegisterMainMenu()
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{
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#define LOCTEXT_NAMESPACE "MainMenu"
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static const FName MainMenuName("MainFrame.MainMenu");
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UToolMenus* ToolMenus = UToolMenus::Get();
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if (ToolMenus->IsMenuRegistered(MainMenuName))
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{
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return;
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}
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RegisterFileMenu();
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RegisterEditMenu();
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RegisterWindowMenu();
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RegisterHelpMenu();
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UToolMenu* MenuBar = ToolMenus->RegisterMenu(MainMenuName, NAME_None, EMultiBoxType::MenuBar);
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static const FName MainMenuStyleName("WindowMenuBar");
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MenuBar->StyleName = MainMenuStyleName;
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MenuBar->AddSubMenu(
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"MainMenu",
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NAME_None,
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"File",
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LOCTEXT("FileMenu", "File"),
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LOCTEXT("FileMenu_ToolTip", "Open the file menu")
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);
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MenuBar->AddSubMenu(
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"MainMenu",
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NAME_None,
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"Edit",
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LOCTEXT("EditMenu", "Edit"),
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LOCTEXT("EditMenu_ToolTip", "Open the edit menu")
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);
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MenuBar->AddSubMenu(
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"MainMenu",
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NAME_None,
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"Window",
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LOCTEXT("WindowMenu", "Window"),
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LOCTEXT("WindowMenu_ToolTip", "Open new windows or tabs.")
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);
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MenuBar->AddSubMenu(
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"MainMenu",
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NAME_None,
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"Help",
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LOCTEXT("HelpMenu", "Help"),
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LOCTEXT("HelpMenu_ToolTip", "Open the help menu")
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);
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}
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#undef LOCTEXT_NAMESPACE
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#define LOCTEXT_NAMESPACE "MainTabMenu"
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void FMainMenu::RegisterFileProjectMenu()
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{
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if (!GetDefault<UEditorStyleSettings>()->bShowProjectMenus)
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{
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return;
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}
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UToolMenus* ToolMenus = UToolMenus::Get();
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UToolMenu* MainTabFileMenu = ToolMenus->ExtendMenu("MainFrame.MainTabMenu.File");
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FToolMenuSection& Section = MainTabFileMenu->AddSection("FileProject", LOCTEXT("ProjectHeading", "Project"), FToolMenuInsert("FileLoadAndSave", EToolMenuInsertType::After));
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Section.AddMenuEntry( FMainFrameCommands::Get().NewProject );
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Section.AddMenuEntry( FMainFrameCommands::Get().OpenProject );
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FText ShortIDEName = FSourceCodeNavigation::GetSelectedSourceCodeIDE();
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FSlateIcon OpenIDEIcon = FSourceCodeNavigation::GetOpenSourceCodeIDEIcon();
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FSlateIcon RefreshIDEIcon = FSourceCodeNavigation::GetRefreshSourceCodeIDEIcon();
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Section.AddMenuEntry( FMainFrameCommands::Get().AddCodeToProject,
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TAttribute<FText>(),
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FText::Format(LOCTEXT("AddCodeToProjectTooltip", "Adds C++ code to the project. The code can only be compiled if you have {0} installed."), ShortIDEName)
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);
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Section.AddSubMenu(
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"PackageProject",
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LOCTEXT("PackageProjectSubMenuLabel", "Package Project"),
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LOCTEXT("PackageProjectSubMenuToolTip", "Compile, cook and package your project and its content for distribution."),
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FNewMenuDelegate::CreateStatic( &FPackageProjectMenu::MakeMenu ), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.PackageProject")
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);
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/*
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MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().LocalizeProject,
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NAME_None,
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TAttribute<FText>(),
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LOCTEXT("LocalizeProjectToolTip", "Gather text from your project and import/export translations.")
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);
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*/
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/*
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MenuBuilder.AddSubMenu(
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LOCTEXT("CookProjectSubMenuLabel", "Cook Project"),
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LOCTEXT("CookProjectSubMenuToolTip", "Cook your project content for debugging"),
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FNewMenuDelegate::CreateStatic( &FCookContentMenu::MakeMenu ), false, FSlateIcon()
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);
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*/
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Section.AddDynamicEntry("CodeProject", FNewToolMenuSectionDelegate::CreateLambda([ShortIDEName, RefreshIDEIcon](FToolMenuSection& InSection)
|
|
{
|
|
if (FSourceCodeNavigation::DoesModuleSolutionExist())
|
|
{
|
|
InSection.AddMenuEntry( FMainFrameCommands::Get().RefreshCodeProject,
|
|
FText::Format(LOCTEXT("RefreshCodeProjectLabel", "Refresh {0} Project"), ShortIDEName),
|
|
FText::Format(LOCTEXT("RefreshCodeProjectTooltip", "Refreshes your C++ code project in {0}."), ShortIDEName),
|
|
RefreshIDEIcon
|
|
);
|
|
}
|
|
else
|
|
{
|
|
InSection.AddMenuEntry( FMainFrameCommands::Get().RefreshCodeProject,
|
|
FText::Format(LOCTEXT("GenerateCodeProjectLabel", "Generate {0} Project"), ShortIDEName),
|
|
FText::Format(LOCTEXT("GenerateCodeProjectTooltip", "Generates your C++ code project in {0}."), ShortIDEName),
|
|
RefreshIDEIcon
|
|
);
|
|
}
|
|
}));
|
|
|
|
Section.AddMenuEntry( FMainFrameCommands::Get().OpenIDE,
|
|
FText::Format(LOCTEXT("OpenIDELabel", "Open {0}"), ShortIDEName),
|
|
FText::Format(LOCTEXT("OpenIDETooltip", "Opens your C++ code in {0}."), ShortIDEName),
|
|
OpenIDEIcon
|
|
);
|
|
|
|
Section.AddDynamicEntry("CookContentForPlatform", FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
|
|
{
|
|
// @hack GDC: this should be moved somewhere else and be less hacky
|
|
ITargetPlatform* RunningTargetPlatform = GetTargetPlatformManager()->GetRunningTargetPlatform();
|
|
|
|
if (RunningTargetPlatform != nullptr)
|
|
{
|
|
const FName CookedPlatformName = *(RunningTargetPlatform->PlatformName() + TEXT("NoEditor"));
|
|
const FText CookedPlatformText = FText::FromString(RunningTargetPlatform->PlatformName());
|
|
|
|
FUIAction Action(
|
|
FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CookContent, CookedPlatformName),
|
|
FCanExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CookContentCanExecute, CookedPlatformName)
|
|
);
|
|
|
|
InSection.AddMenuEntry(
|
|
"CookContentForPlatform",
|
|
FText::Format(LOCTEXT("CookContentForPlatform", "Cook Content for {0}"), CookedPlatformText),
|
|
FText::Format(LOCTEXT("CookContentForPlatformTooltip", "Cook your game content for debugging on the {0} platform"), CookedPlatformText),
|
|
FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.CookContent"),
|
|
Action
|
|
);
|
|
}
|
|
}));
|
|
}
|
|
|
|
void FMainMenu::RegisterRecentFileAndExitMenuItems()
|
|
{
|
|
UToolMenus* ToolMenus = UToolMenus::Get();
|
|
UToolMenu* MainTabFileMenu = ToolMenus->RegisterMenu("MainFrame.MainTabMenu.File", "MainFrame.MainMenu.File");
|
|
|
|
{
|
|
FToolMenuSection& Section = MainTabFileMenu->AddSection("FileRecentFiles");
|
|
if (GetDefault<UEditorStyleSettings>()->bShowProjectMenus && FMainFrameActionCallbacks::ProjectNames.Num() > 0)
|
|
{
|
|
Section.AddSubMenu(
|
|
"RecentProjects",
|
|
LOCTEXT("SwitchProjectSubMenu", "Recent Projects"),
|
|
LOCTEXT("SwitchProjectSubMenu_ToolTip", "Select a project to switch to"),
|
|
FNewToolMenuDelegate::CreateStatic(&FRecentProjectsMenu::MakeMenu),
|
|
false,
|
|
FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.RecentProjects")
|
|
);
|
|
}
|
|
}
|
|
|
|
#if !PLATFORM_MAC // Handled by app's menu in menu bar
|
|
{
|
|
FToolMenuSection& Section = MainTabFileMenu->AddSection("Exit");
|
|
Section.AddMenuEntry( FMainFrameCommands::Get().Exit );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
TSharedRef< SWidget > FMainMenu::MakeMainTabMenu( const TSharedPtr<FTabManager>& TabManager, const FName MenuName, FToolMenuContext& ToolMenuContext )
|
|
{
|
|
return FMainMenu::MakeMainMenu( TabManager, MenuName, ToolMenuContext );
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|