Files
UnrealEngineUWP/Engine/Source/Editor/MeshPaintMode/Private/PaintModeCommands.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

63 lines
3.4 KiB
C++

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