Files
UnrealEngineUWP/Engine/Plugins/Animation/ControlRig/Source/ControlRigEditor/Private/ControlRigBlueprintCommands.cpp
helge mathee 8b6ff75767 Control Rig: Align debug toolbar with Blueprint
#rb jack.cai
#jira UE-134537
#preflight https://horde.devtools.epicgames.com/job/618ce13c7973cd98c7323bf7

#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 18150001 in //UE5/Release-5.0/... via CL 18150371
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v889-18060218)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18150404 by helge mathee in ue5-release-engine-test branch]
2021-11-11 09:37:39 -05:00

39 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ControlRigBlueprintCommands.h"
#define LOCTEXT_NAMESPACE "ControlRigBlueprintCommands"
void FControlRigBlueprintCommands::RegisterCommands()
{
UI_COMMAND(DeleteItem, "Delete", "Deletes the selected items and removes their nodes from the graph.", EUserInterfaceActionType::Button, FInputChord(EKeys::Delete));
UI_COMMAND(ExecuteGraph, "Execute", "Execute the rig graph if On.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND(AutoCompileGraph, "Auto Compile", "Auto-compile the rig graph if On.", EUserInterfaceActionType::ToggleButton, FInputChord());
UI_COMMAND(ToggleEventQueue, "Toggle Event", "Toggle between the current and last running event", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(SetupEvent, "Setup Event", "Enable the setup mode for the rig", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(UpdateEvent, "Forwards Solve", "Run the normal update graph", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(InverseEvent, "Backwards Solve", "Run the inverse graph", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(InverseAndUpdateEvent, "Backwards and Forwards", "Run the inverse graph followed by the update graph", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ToggleExecutionMode, "Toggle Execution Mode", "Toggle between Release and Debug execution mode", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ReleaseMode, "Release Mode", "Compiles and Executes the rig, ignoring debug data.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(DebugMode, "Debug Mode", "Compiles and Executes the unoptimized rig, stopping at breakpoints.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(ResumeExecution, "Resume", "Resumes execution after being halted at a breakpoint.", EUserInterfaceActionType::Button, FInputChord(EKeys::F5));
UI_COMMAND(ShowCurrentStatement, "Show Current Statement", "Focuses on the node currently being debugged.", EUserInterfaceActionType::Button, FInputChord());
UI_COMMAND(StepInto, "Step Into", "Steps into the collapsed/function node, when halted at a breakpoint.", EUserInterfaceActionType::Button, FInputChord(EKeys::F11));
UI_COMMAND(StepOut, "Step Out", "Steps out of the collapsed/function node, when halted at a breakpoint.", EUserInterfaceActionType::Button, FInputChord(EKeys::F11, EModifierKey::Shift));
UI_COMMAND(StepOver, "Step Over", "Steps over the node, when halted at a breakpoint.", EUserInterfaceActionType::Button, FInputChord(EKeys::F10));
UI_COMMAND(StoreNodeSnippet1, "Store Node Snippet 1", "Stores the selected node(s) into snippet 1", EUserInterfaceActionType::Button, FInputChord(EKeys::One, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet2, "Store Node Snippet 2", "Stores the selected node(s) into snippet 2", EUserInterfaceActionType::Button, FInputChord(EKeys::Two, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet3, "Store Node Snippet 3", "Stores the selected node(s) into snippet 3", EUserInterfaceActionType::Button, FInputChord(EKeys::Three, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet4, "Store Node Snippet 4", "Stores the selected node(s) into snippet 4", EUserInterfaceActionType::Button, FInputChord(EKeys::Four, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet5, "Store Node Snippet 5", "Stores the selected node(s) into snippet 5", EUserInterfaceActionType::Button, FInputChord(EKeys::Five, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet6, "Store Node Snippet 6", "Stores the selected node(s) into snippet 6", EUserInterfaceActionType::Button, FInputChord(EKeys::Six, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet7, "Store Node Snippet 7", "Stores the selected node(s) into snippet 7", EUserInterfaceActionType::Button, FInputChord(EKeys::Seven, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet8, "Store Node Snippet 8", "Stores the selected node(s) into snippet 8", EUserInterfaceActionType::Button, FInputChord(EKeys::Eight, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet9, "Store Node Snippet 9", "Stores the selected node(s) into snippet 9", EUserInterfaceActionType::Button, FInputChord(EKeys::Nine, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(StoreNodeSnippet0, "Store Node Snippet 0", "Stores the selected node(s) into snippet 0", EUserInterfaceActionType::Button, FInputChord(EKeys::Zero, EModifierKey::Alt | EModifierKey::Shift));
UI_COMMAND(FrameSelection, "Frame Selection", "Frames the selected nodes in the Graph View.", EUserInterfaceActionType::Button, FInputChord(EKeys::F));
}
#undef LOCTEXT_NAMESPACE