Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/GraphEditorActions.h
Michael Schoell d0033ce686 #summary Added a "Go to Definition" menu entry when right clicking on call function nodes in Blueprints
#change UK2Node_CallFunction::GetFunctionGraph now returns the proper graph from whatever Blueprint the function belongs to

#change Cleaned up double clicking on function call nodes

#ttp 316688 - UE4: BLUEPRINTS: Go to definition behavior should be available in the right-click context menu for function calls

[CL 2270980 by Michael Schoell in Main branch]
2014-08-25 15:47:12 -04:00

122 lines
3.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Slate.h"
class FGraphEditorCommandsImpl : public TCommands<FGraphEditorCommandsImpl>
{
public:
FGraphEditorCommandsImpl()
: TCommands<FGraphEditorCommandsImpl>( TEXT("GraphEditor"), NSLOCTEXT("Contexts", "GraphEditor", "Graph Editor"), NAME_None, FEditorStyle::GetStyleSetName() )
{
}
virtual ~FGraphEditorCommandsImpl()
{
}
GRAPHEDITOR_API virtual void RegisterCommands() override;
TSharedPtr< FUICommandInfo > ReconstructNodes;
TSharedPtr< FUICommandInfo > BreakNodeLinks;
// Execution sequence specific commands
TSharedPtr< FUICommandInfo > AddExecutionPin;
TSharedPtr< FUICommandInfo > RemoveExecutionPin;
// SetFieldsInStruct specific commands
TSharedPtr< FUICommandInfo > RemoveThisStructVarPin;
TSharedPtr< FUICommandInfo > RemoveOtherStructVarPins;
TSharedPtr< FUICommandInfo > RestoreAllStructVarPins;
// Select node specific commands
TSharedPtr< FUICommandInfo > AddOptionPin;
TSharedPtr< FUICommandInfo > RemoveOptionPin;
TSharedPtr< FUICommandInfo > ChangePinType;
// Pin visibility modes
TSharedPtr< FUICommandInfo > ShowAllPins;
TSharedPtr< FUICommandInfo > HideNoConnectionPins;
TSharedPtr< FUICommandInfo > HideNoConnectionNoDefaultPins;
// Event / Function Entry commands
TSharedPtr< FUICommandInfo > AddParentNode;
// Debugging commands
TSharedPtr< FUICommandInfo > RemoveBreakpoint;
TSharedPtr< FUICommandInfo > AddBreakpoint;
TSharedPtr< FUICommandInfo > EnableBreakpoint;
TSharedPtr< FUICommandInfo > DisableBreakpoint;
TSharedPtr< FUICommandInfo > ToggleBreakpoint;
// Encapsulation commands
TSharedPtr< FUICommandInfo > CollapseNodes;
TSharedPtr< FUICommandInfo > PromoteSelectionToFunction;
TSharedPtr< FUICommandInfo > PromoteSelectionToMacro;
TSharedPtr< FUICommandInfo > ExpandNodes;
TSharedPtr< FUICommandInfo > CollapseSelectionToFunction;
TSharedPtr< FUICommandInfo > CollapseSelectionToMacro;
//
TSharedPtr< FUICommandInfo > SelectReferenceInLevel;
TSharedPtr< FUICommandInfo > AssignReferencedActor;
// Find variable references
TSharedPtr< FUICommandInfo > FindVariableReferences;
// Goto native code actions
TSharedPtr< FUICommandInfo > GotoNativeFunctionDefinition;
TSharedPtr< FUICommandInfo > GotoNativeVariableDefinition;
// Jumps to a call function node's graph
TSharedPtr< FUICommandInfo > GoToDefinition;
// Pin-specific actions
TSharedPtr< FUICommandInfo > BreakPinLinks;
TSharedPtr< FUICommandInfo > PromoteToVariable;
TSharedPtr< FUICommandInfo > SplitStructPin;
TSharedPtr< FUICommandInfo > RecombineStructPin;
TSharedPtr< FUICommandInfo > StartWatchingPin;
TSharedPtr< FUICommandInfo > StopWatchingPin;
// SkeletalControl specific commands
TSharedPtr< FUICommandInfo > SelectBone;
// Blend list options
TSharedPtr< FUICommandInfo > AddBlendListPin;
TSharedPtr< FUICommandInfo > RemoveBlendListPin;
// options for sequence/evaluator converter
TSharedPtr< FUICommandInfo > ConvertToSeqEvaluator;
TSharedPtr< FUICommandInfo > ConvertToSeqPlayer;
// options for blendspace sequence/evaluator converter
TSharedPtr< FUICommandInfo > ConvertToBSEvaluator;
TSharedPtr< FUICommandInfo > ConvertToBSPlayer;
// option for opening the asset related to the graph node
TSharedPtr< FUICommandInfo > OpenRelatedAsset;
//open function editor
TSharedPtr< FUICommandInfo > EditTunnel;
//create a comment node
TSharedPtr< FUICommandInfo > CreateComment;
// Find instances of a Custom event node
TSharedPtr< FUICommandInfo > FindInstancesOfCustomEvent;
};
class GRAPHEDITOR_API FGraphEditorCommands
{
public:
static void Register();
static const FGraphEditorCommandsImpl& Get();
static void Unregister();
};