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160 lines
5.3 KiB
C++
160 lines
5.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#ifndef __LevelEditorToolBar_h__
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#define __LevelEditorToolBar_h__
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#pragma once
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#include "LevelEditor.h"
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/**
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* Unreal level editor main toolbar
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*/
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class FLevelEditorToolBar
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{
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public:
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/**
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* Static: Creates a widget for the main tool bar
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*
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* @return New widget
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*/
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static TSharedRef< SWidget > MakeLevelEditorToolBar( const TSharedRef<FUICommandList>& InCommandList, const TSharedRef<SLevelEditor> InLevelEditor );
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protected:
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/**
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* Generates menu content for the build combo button drop down menu
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*
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* @return Menu content widget
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*/
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static TSharedRef< SWidget > GenerateBuildMenuContent( TSharedRef<FUICommandList> InCommandList );
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/**
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* Generates menu content for the create actor combo button drop down menu
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*
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* @return Menu content widget
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*/
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static TSharedRef< SWidget > GenerateCreateContent( TSharedRef<FUICommandList> InCommandList );
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/**
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* Generates menu content for the quick settings combo button drop down menu
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*
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* @return Menu content widget
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*/
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static TSharedRef< SWidget > GenerateQuickSettingsMenu( TSharedRef<FUICommandList> InCommandList );
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/**
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* Generates menu content for the compile combo button drop down menu
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*
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* @return Menu content widget
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*/
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static TSharedRef< SWidget > GenerateCompileMenuContent( TSharedRef<FUICommandList> InCommandList );
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/**
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* Generates menu content for the compile combo button drop down menu
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*
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* @return Menu content widget
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*/
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static TSharedRef< SWidget > GenerateOpenBlueprintMenuContent( TSharedRef<FUICommandList> InCommandList, TWeakPtr< SLevelEditor > InLevelEditor );
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/**
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* Generates menu content for the matinee combo button drop down menu
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*
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* @return Menu content widget
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*/
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static TSharedRef< SWidget > GenerateMatineeMenuContent( TSharedRef<FUICommandList> InCommandList, TWeakPtr<SLevelEditor> LevelEditorWeakPtr );
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/**
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* Delegate for actor selection within the Matinee popup menu's SceneOutliner.
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* Opens the matinee editor for the selected actor and dismisses all popup menus.
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*/
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static void OnMatineeActorPicked( AActor* Actor );
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/**
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* Callback to open a sub-level script Blueprint
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*
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* @param InLevel The level to open the Blueprint of (creates if needed)
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*/
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static void OnOpenSubLevelBlueprint( ULevel* InLevel );
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/**
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* Checks if the passed in world setting's GameMode is a valid Blueprint
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*
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* @param InLevelEditor The editor to extract the world from
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* @return TRUE if the GameMode is a Blueprint
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*/
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static bool IsValidGameModeBlueprint(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the label to display for the GameMode menu selection */
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static FText GetOpenGameModeBlueprintLabel(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the tooltip to display for the GameMode menu selection */
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static FText GetOpenGameModeBlueprintTooltip(TWeakPtr< SLevelEditor > InLevelEditor);
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/**
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* Checks if the passed in world setting's GameState is a valid Blueprint
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*
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* @param InLevelEditor The editor to extract the world from
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* @return TRUE if the GameState is a Blueprint
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*/
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static bool IsValidGameStateBlueprint(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the label to display for the GameState menu selection */
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static FText GetOpenGameStateBlueprintLabel(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the tooltip to display for the GameState menu selection */
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static FText GetOpenGameStateBlueprintTooltip(TWeakPtr< SLevelEditor > InLevelEditor);
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/**
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* Checks if the passed in world setting's Pawn is a valid Blueprint
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*
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* @param InLevelEditor The editor to extract the world from
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* @return TRUE if the Pawn is a Blueprint
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*/
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static bool IsValidPawnBlueprint(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the label to display for the Pawn menu selection */
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static FText GetOpenPawnBlueprintLabel(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the tooltip to display for the Pawn menu selection */
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static FText GetOpenPawnBlueprintTooltip(TWeakPtr< SLevelEditor > InLevelEditor);
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/**
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* Checks if the passed in world setting's HUD is a valid Blueprint
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*
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* @param InLevelEditor The editor to extract the world from
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* @return TRUE if the HUD is a Blueprint
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*/
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static bool IsValidHUDBlueprint(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the label to display for the HUD menu selection */
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static FText GetOpenHUDBlueprintLabel(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the tooltip to display for the HUD menu selection */
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static FText GetOpenHUDBlueprintTooltip(TWeakPtr< SLevelEditor > InLevelEditor);
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/**
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* Checks if the passed in world setting's PlayerController is a valid Blueprint
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*
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* @param InLevelEditor The editor to extract the world from
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* @return TRUE if the PlayerController is a Blueprint
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*/
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static bool IsValidPlayerControllerBlueprint(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the label to display for the PlayerController menu selection */
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static FText GetOpenPlayerControllerBlueprintLabel(TWeakPtr< SLevelEditor > InLevelEditor);
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/** Callback for the tooltip to display for the PlayerController menu selection */
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static FText GetOpenPlayerControllerBlueprintTooltip(TWeakPtr< SLevelEditor > InLevelEditor);
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};
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#endif // __LevelEditorToolBar_h__
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