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#Branch UE4 #Proj BlueprintGraph, GraphEditor, Kismet, UnrealEd #Summary Added code to navigate the users IDE to native functions and variables. Added options in the graph and myblueprint node context menus to navigate to the native code they represent. #Add Added function FSourceCodeNavigation::NavigateToProperty to locate and open the header file where the variable is defined. #Add Added function FSourceCodeNavigation::NavigateToFunction to locate the source code from the symbolmap and open the IDE at the definition location. #Change Moved the code used to determine the correct modulename from FSourceCodeNavigation::GatherFunctionsForActors to FSourceCodeNavigation::FindClassModuleName so other functions didn't have to replicate the code. #Change added Goto Code Definition for native variable nodes and native call_function nodes in the blueprint graph node context menu. #Change added Goto Code Definition for native variables in the myblueprint node context menu. #Add Added GotoNativeFunctionDefinition, IsSelectionNativeFunction, GotoNativeVariableDefinition and IsSelectionNativeVariable to FBlueprintEditor so the context menu actions can call these functions to goto source code. ReviewedBy Chris.Wood [CL 2044026 by Ben Cosh in Main branch]
87 lines
6.8 KiB
C++
87 lines
6.8 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "GraphEditorCommon.h"
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#include "GraphEditorActions.h"
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void FGraphEditorCommandsImpl::RegisterCommands()
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{
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UI_COMMAND( ReconstructNodes, "Refresh Nodes", "Refreshes nodes", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( BreakNodeLinks, "Break Link(s)", "Breaks links", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( AddExecutionPin, "Add execution pin", "Adds another execution output pin to an execution sequence or switch node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( RemoveExecutionPin, "Remove execution pin", "Removes an execution output pin from an execution sequence or switch node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( AddOptionPin, "Add Option Pin", "Adds another option input pin to the node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( RemoveOptionPin, "Remove Option Pin", "Removes the last option input pin from the node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ChangePinType, "Change Pin Type", "Changes the type of this pin (boolean, int, etc.)", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ShowAllPins, "Show All Pins", "Shows all pins", EUserInterfaceActionType::RadioButton, FInputGesture() )
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UI_COMMAND( HideNoConnectionPins, "Hide Unconnected Pins", "Hides all pins with no connections", EUserInterfaceActionType::RadioButton, FInputGesture() )
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UI_COMMAND( HideNoConnectionNoDefaultPins, "Hide Unused Pins", "Hides all pins with no connections and no default value", EUserInterfaceActionType::RadioButton, FInputGesture() )
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UI_COMMAND( AddParentNode, "Add call to parent function", "Adds a node that calls this function's parent", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ToggleBreakpoint, "Toggle breakpoint", "Adds or removes a breakpoint on each selected node", EUserInterfaceActionType::Button, FInputGesture(EKeys::F9) )
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UI_COMMAND( AddBreakpoint, "Add breakpoint", "Adds a breakpoint to each selected node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( RemoveBreakpoint, "Remove breakpoint", "Removes any breakpoints on each selected node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( EnableBreakpoint, "Enable breakpoint", "Enables any breakpoints on each selected node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( DisableBreakpoint, "Disable breakpoint", "Disables any breakpoints on each selected node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( CollapseNodes, "Collapse Nodes", "Collapses selected nodes into a single node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( PromoteSelectionToFunction, "Promote to Function", "Promotes selected collapsed graphs to functions.", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( PromoteSelectionToMacro, "Promote to Macro", "Promotes selected collapsed graphs to macros.", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ExpandNodes, "Expand Node", "Expands composite nodes", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( CollapseSelectionToFunction, "Collapse to Function", "Collapses selected nodes into a single function node.", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( CollapseSelectionToMacro, "Collapse to Macro", "Collapses selected nodes into a single macro node.", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( SelectReferenceInLevel, "Find Actor in Level", "Select the actor referenced by this node in the level", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( AssignReferencedActor, "Assign selected Actor", "Assign the selected actor to be this node's referenced object", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( FindVariableReferences, "Find Variable References", "Find references of this variable", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( GotoNativeFunctionDefinition, "Goto Code Definition", "Goto the native code definition of this function", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( GotoNativeVariableDefinition, "Goto Code Definition", "Goto the native code definition of this variable", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( BreakPinLinks, "Break Link(s)", "Breaks pin links", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( PromoteToVariable, "Promote to Variable", "Promotes something to a variable", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( StartWatchingPin, "Watch this value", "Adds this pin or variable to the watch list", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( StopWatchingPin, "Stop watching this value", "Removes this pin or variable from the watch list ", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( SelectBone, "Select Bone", "Assign or change the bone for SkeletalControls", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( AddBlendListPin, "Add Blend Pin", "Add Blend Pin to BlendList", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( RemoveBlendListPin, "Remove Blend Pin", "Remove Blend Pin", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ConvertToSeqEvaluator, "Convert To Single Frame Animation", "Convert to one frame animation that requires position", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ConvertToSeqPlayer, "Convert to Sequence Player", "Convert back to sequence player without manual position set up", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ConvertToBSEvaluator, "Convert To Single Frame BlendSpace", "Convert to one frame BlendSpace that requires position", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( ConvertToBSPlayer, "Convert to BlendSpace Player", "Convert back to BlendSpace player without manual position set up", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( OpenRelatedAsset, "Open Asset", "Opens the asset related to this node", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( EditTunnel, "Edit Tunnel", "Edit input and output pins for tunnel", EUserInterfaceActionType::Button, FInputGesture() )
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UI_COMMAND( CreateComment, "Create Comment", "Create a comment box", EUserInterfaceActionType::Button, FInputGesture(EKeys::C))
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UI_COMMAND( FindInstancesOfCustomEvent, "Find Instances of Event", "Find the instances of this custom event", EUserInterfaceActionType::Button, FInputGesture() )
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}
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void FGraphEditorCommands::Register()
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{
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return FGraphEditorCommandsImpl::Register();
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}
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const FGraphEditorCommandsImpl& FGraphEditorCommands::Get()
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{
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return FGraphEditorCommandsImpl::Get();
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}
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void FGraphEditorCommands::Unregister()
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{
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return FGraphEditorCommandsImpl::Unregister();
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}
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