Files
UnrealEngineUWP/Engine/Source/Editor/Persona/Private/SkeletonTreeCommands.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

83 lines
2.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#ifndef __SkeletonTreeCommands_h_
#define __SkeletonTreeCommands_h_
/**
* Class containing commands for skeleton tree actions
*/
class FSkeletonTreeCommands : public TCommands<FSkeletonTreeCommands>
{
public:
FSkeletonTreeCommands()
: TCommands<FSkeletonTreeCommands>
(
TEXT("SkeletonTree"), // Context name for fast lookup
NSLOCTEXT("Contexts", "SkelTree", "Skeleton Tree"), // Localized context name for displaying
NAME_None, // Parent context name.
FEditorStyle::GetStyleSetName() // Icon Style Set
)
{
}
/** Initialize commands */
virtual void RegisterCommands() override;
/** Show all bones in the tree */
TSharedPtr< FUICommandInfo > ShowAllBones;
/** Show only bones that are present in the current mesh */
TSharedPtr< FUICommandInfo > ShowMeshBones;
/** Show only bones that have weighted vertices */
TSharedPtr< FUICommandInfo > ShowWeightedBones;
/** Hide all bones */
TSharedPtr< FUICommandInfo > HideBones;
/** Add a socket to the skeleton */
TSharedPtr< FUICommandInfo > AddSocket;
/** Customize a socket for a mesh */
TSharedPtr< FUICommandInfo > CreateMeshSocket;
/** Remove customization for a socket (actually just deletes the mesh socket) */
TSharedPtr< FUICommandInfo > RemoveMeshSocket;
/** Promotes a mesh-only socket to the skeleton */
TSharedPtr< FUICommandInfo > PromoteSocketToSkeleton;
/** Delete selected rows (deletes any sockets or assets selected in the tree */
TSharedPtr< FUICommandInfo > DeleteSelectedRows;
/** Show active sockets */
TSharedPtr< FUICommandInfo > ShowActiveSockets;
/** Show skeletal mesh sockets */
TSharedPtr< FUICommandInfo > ShowMeshSockets;
/** Show skeleton sockets */
TSharedPtr< FUICommandInfo > ShowSkeletonSockets;
/** Show all sockets */
TSharedPtr< FUICommandInfo > ShowAllSockets;
/** Hide all sockets */
TSharedPtr< FUICommandInfo > HideSockets;
/** Copy bone names */
TSharedPtr< FUICommandInfo > CopyBoneNames;
/** Reset bone transforms */
TSharedPtr< FUICommandInfo > ResetBoneTransforms;
/** Copy sockets to clipboard */
TSharedPtr< FUICommandInfo > CopySockets;
/** Paste sockets from clipboard */
TSharedPtr< FUICommandInfo > PasteSockets;
};
#endif // __SkeletonTreeCommands_h_