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63 lines
3.4 KiB
C++
63 lines
3.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "PaintModeCommands.h"
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#define LOCTEXT_NAMESPACE "LevelMeshPainterCommands"
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void FPaintModeCommands::RegisterCommands()
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{
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UI_COMMAND(NextTexture, "Next Texture", "Cycle To Next Texture", EUserInterfaceActionType::Button, FInputChord(EKeys::Period));
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Commands.Add(NextTexture);
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UI_COMMAND(PreviousTexture, "Previous Texture", "Cycle To Previous Texture", EUserInterfaceActionType::Button, FInputChord(EKeys::Comma));
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Commands.Add(PreviousTexture);
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UI_COMMAND(CommitTexturePainting, "Commit Texture Painting", "Commits Texture Painting Changes", EUserInterfaceActionType::Button, FInputChord(EKeys::C, EModifierKey::Control | EModifierKey::Shift));
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Commands.Add(CommitTexturePainting);
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UI_COMMAND(Copy, "Copy Vertex Colors", "Copies Vertex Colors from the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Copy);
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UI_COMMAND(Paste, "Paste Vertex Colors", "Tried to Paste Vertex Colors on the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Paste);
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UI_COMMAND(Remove, "Remove Vertex Colors", "Removes Vertex Colors from the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Remove);
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UI_COMMAND(Fix, "Fix Vertex Colors", "If necessary fixes Vertex Colors applied to the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Fix);
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UI_COMMAND(Fill, "Fill Vertex Colors", "Fills the selected Meshes with the Paint Color", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Fill);
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UI_COMMAND(Propagate, "Propagate Vertex Colors", "Propagates Instance Vertex Colors to the Source Meshes", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Propagate);
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UI_COMMAND(Import, "Import Vertex Colors", "Imports Vertex Colors from a TGA Texture File to the Selected Meshes", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Import);
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UI_COMMAND(Save, "Save Vertex Colors", "Saves the Source Meshes for the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(Save);
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UI_COMMAND(PropagateTexturePaint, "Propagate Texture Paint", "Propagates Modifications to the Textures", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(PropagateTexturePaint);
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UI_COMMAND(SaveTexturePaint, "Save Texture Paint", "Saves the Modified Textures for the selected Mesh Components", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(SaveTexturePaint);
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UI_COMMAND(SwitchForeAndBackgroundColor, "Switch Fore and Background Color", "Switches the Fore and Background Colors used for Vertex Painting", EUserInterfaceActionType::None, FInputChord(EKeys::X));
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Commands.Add(SwitchForeAndBackgroundColor);
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UI_COMMAND(PropagateVertexColorsToLODs, "Apply Vertex Colors to LODs", "Applied the Vertex Colors from LOD0 to all LOD levels", EUserInterfaceActionType::Button, FInputChord());
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Commands.Add(PropagateVertexColorsToLODs);
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UI_COMMAND(CycleToNextLOD, "Cycle to next Mesh LOD", "Cycles to the next possible Mesh LOD to Paint on", EUserInterfaceActionType::None, FInputChord(EKeys::N));
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Commands.Add(CycleToNextLOD);
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UI_COMMAND(CycleToPreviousLOD, "Cycle to previous Mesh LOD", "Cycles to the previous possible Mesh LOD to Paint on", EUserInterfaceActionType::None, FInputChord(EKeys::B));
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Commands.Add(CycleToPreviousLOD);
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}
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#undef LOCTEXT_NAMESPACE
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