Files
UnrealEngineUWP/Engine/Source/Editor/ReferenceViewer/Private/ReferenceViewerActions.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

43 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
// Actions that can be invoked in the reference viewer
class FReferenceViewerActions : public TCommands<FReferenceViewerActions>
{
public:
FReferenceViewerActions() : TCommands<FReferenceViewerActions>
(
"ReferenceViewer",
NSLOCTEXT("Contexts", "ReferenceViewer", "Reference Viewer"),
"MainFrame", FEditorStyle::GetStyleSetName()
)
{
}
// TCommands<> interface
virtual void RegisterCommands() override;
// End of TCommands<> interface
public:
// Opens the selected asset in the asset editor
TSharedPtr<FUICommandInfo> OpenSelectedInAssetEditor;
// Re-constructs the graph with the selected asset as the center
TSharedPtr<FUICommandInfo> ReCenterGraph;
// Shows a list of objects that the selected asset references.
TSharedPtr<FUICommandInfo> ListReferencedObjects;
// Lists objects that reference the selected asset.
TSharedPtr<FUICommandInfo> ListObjectsThatReference;
// Shows a reference tree for the selected asset.
TSharedPtr<FUICommandInfo> ShowReferenceTree;
// Creates a new collection with the list of assets that this asset references, user selects which ECollectionShareType to use.
TSharedPtr<FUICommandInfo> MakeLocalCollectionWithReferencedAssets;
TSharedPtr<FUICommandInfo> MakePrivateCollectionWithReferencedAssets;
TSharedPtr<FUICommandInfo> MakeSharedCollectionWithReferencedAssets;
};