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C++ LOCTEXT函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中LOCTEXT函数的典型用法代码示例。如果您正苦于以下问题:C++ LOCTEXT函数的具体用法?C++ LOCTEXT怎么用?C++ LOCTEXT使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了LOCTEXT函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CopyGooglePlayAppIDFileIntoProject

void FAndroidTargetSettingsCustomization::CopyGooglePlayAppIDFileIntoProject()
{
	FText ErrorMessage;
	if (!SourceControlHelpers::CopyFileUnderSourceControl(GameGooglePlayAppIDPath, EngineGooglePlayAppIDPath, LOCTEXT("GooglePlayAppID", "GooglePlayAppID.xml"), /*out*/ ErrorMessage))
	{
		FNotificationInfo Info(ErrorMessage);
		Info.ExpireDuration = 3.0f;
		FSlateNotificationManager::Get().AddNotification(Info);
	}

	SavedLayoutBuilder->ForceRefreshDetails();
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:12,代码来源:AndroidTargetSettingsCustomization.cpp


示例2: LOCTEXT

FText UAnimGraphNode_TwoBoneIK::GetControllerDescription() const
{
	return LOCTEXT("TwoBoneIK", "Two Bone IK");
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:AnimGraphNode_TwoBoneIK.cpp


示例3: LOCTEXT

const FText URichTextBlock::GetPaletteCategory()
{
	return LOCTEXT("Common", "Common");
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:RichTextBlock.cpp


示例4: MakeShareable

void SMatineeRecorder::Construct(const FArguments& InArgs)
{
	if( InArgs._MatineeWindow.IsValid() )
	{
		ParentMatineeWindow = InArgs._MatineeWindow; 
	}

	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("NewCameraMode", "New Camera Mode").ToString() ) ) );
	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("NewAttachedCameraMode", "New Attached Camera Mode").ToString() ) ) );
	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("DuplicateSelectedTracks", "Duplicate Selected Tracks").ToString() ) ) );
	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("ReplaceSelectedTracks", "Replace Selected Tracks").ToString() ) ) );

	this->ChildSlot
	[
		SNew(SBorder)
		. HAlign(HAlign_Fill)
		. VAlign(VAlign_Fill)
		[
			SNew(SVerticalBox)
			+ SVerticalBox::Slot()
			.AutoHeight()
			. HAlign(HAlign_Fill)
			. VAlign(VAlign_Fill)
			[
				SNew(SHorizontalBox)
				+ SHorizontalBox::Slot()
				.AutoWidth()
				[
					SAssignNew( RecordButton, SButton )
					.OnClicked( this, &SMatineeRecorder::ToggleRecord )
					.ToolTipText( LOCTEXT("StartStopRecording", "Start/Stop Recording") )
					[
						SNew(SHorizontalBox)
						+ SHorizontalBox::Slot()
						.AutoWidth()
						[
							SNew(SImage)
							.Image( this, &SMatineeRecorder::GetRecordImageDelegate )
						]
					]
				]
				
				+ SHorizontalBox::Slot()
				.AutoWidth()
				[
					SAssignNew( CameraModeComboBox, STextComboBox )
					.OptionsSource( &CameraModeOptions )
					.OnSelectionChanged( this, &SMatineeRecorder::SelectCameraMode )
					.ToolTipText( LOCTEXT("ChangeCameraMode", "Change Camera Mode") )
					.InitiallySelectedItem( CameraModeOptions[ 0 ] )
				]
			]

			// Build the viewport.
			+SVerticalBox::Slot()
			.HAlign(HAlign_Fill)
			.VAlign(VAlign_Fill)
			.FillHeight(1)
			[
				SAssignNew( ViewportWidget, SViewport )
				.EnableGammaCorrection( false )
				.IsEnabled( FSlateApplication::Get().GetNormalExecutionAttribute() )
				.ShowEffectWhenDisabled( false )		
			]
		]
	];

	// Create an animation viewport client
	LevelViewportClient = MakeShareable( new FLevelEditorViewportClient(nullptr) );

	Viewport = MakeShareable( new FSceneViewport( LevelViewportClient.Get(), ViewportWidget ) );
	LevelViewportClient->Viewport = Viewport.Get();

	LevelViewportClient->ViewportType = LVT_Perspective;
	LevelViewportClient->bSetListenerPosition = false;
	LevelViewportClient->SetViewLocation( EditorViewportDefs::DefaultPerspectiveViewLocation );
	LevelViewportClient->SetViewRotation( EditorViewportDefs::DefaultPerspectiveViewRotation );

	LevelViewportClient->SetRealtime( true );
	LevelViewportClient->SetAllowCinematicPreview( true );
	LevelViewportClient->Viewport->SetUserFocus(true);
	LevelViewportClient->SetMatineeRecordingWindow( ParentMatineeWindow.Pin().Get() );

	LevelViewportClient->VisibilityDelegate.BindSP( this, &SMatineeRecorder::IsVisible );


	// The viewport widget needs an interface so it knows what should render
	ViewportWidget->SetViewportInterface( Viewport.ToSharedRef() );
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:89,代码来源:SMatineeRecorder.cpp


示例5: LOCTEXT

FText UK2Node_Switch::GetMenuCategory() const
{
	static FNodeTextCache CachedCategory;
	if (CachedCategory.IsOutOfDate())
	{
		// FText::Format() is slow, so we cache this to save on performance
		CachedCategory = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::FlowControl, LOCTEXT("ActionMenuCategory", "Switch"));
	}
	return CachedCategory;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:10,代码来源:K2Node_Switch.cpp


示例6: ShowRestartWarning

	// Show a warning that the editor will require a restart and return its result
	EAppReturnType::Type ShowRestartWarning(const FText& Title) const
	{
		return OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT("ActionRestartMsg", "Imported settings won't be applied until the editor is restarted. Do you wish to restart now (you will be prompted to save any changes)?" ), Title);
	}
开发者ID:johndpope,项目名称:UE4,代码行数:5,代码来源:EditorSettingsViewerModule.cpp


示例7: FIsActionChecked

void SMessagingDebugger::Construct(
	const FArguments& InArgs,
	const TSharedRef<SDockTab>& ConstructUnderMajorTab,
	const TSharedPtr<SWindow>& ConstructUnderWindow,
	const TSharedRef<IMessageTracer, ESPMode::ThreadSafe>& InMessageTracer,
	const TSharedRef<ISlateStyle>& InStyle
)
{
	MessageTracer = InMessageTracer;
	Style = InStyle;

	// bind commands
	FUICommandList& ActionList = *CommandList;
	{
		const FMessagingDebuggerCommands& Commands = FMessagingDebuggerCommands::Get();

		ActionList.MapAction(Commands.BreakDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleBreakDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleBreakDebuggerCommandCanExecute));
		ActionList.MapAction(Commands.ClearHistory, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleClearHistoryCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleClearHistoryCommandCanExecute));
		ActionList.MapAction(Commands.ContinueDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleContinueDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleContinueDebuggerCommandCanExecute), FIsActionChecked(), FIsActionButtonVisible::CreateRaw(this, &SMessagingDebugger::HandleContinueDebuggerCommandIsVisible));
		ActionList.MapAction(Commands.StartDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStartDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStartDebuggerCommandCanExecute), FIsActionChecked(), FIsActionButtonVisible::CreateRaw(this, &SMessagingDebugger::HandleStartDebuggerCommandIsVisible));
		ActionList.MapAction(Commands.StepDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStepDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStepDebuggerCommandCanExecute));
		ActionList.MapAction(Commands.StopDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStopDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStopDebuggerCommandCanExecute));
	}

	// create & initialize tab manager
	TabManager = FGlobalTabmanager::Get()->NewTabManager(ConstructUnderMajorTab);
	{
		TSharedRef<FWorkspaceItem> AppMenuGroup = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("MessagingDebuggerGroupName", "Messaging Debugger"));

		TabManager->RegisterTabSpawner(BreakpointsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, BreakpointsTabId))
			.SetDisplayName(LOCTEXT("BreakpointsTabTitle", "Breakpoints"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "BreakpointsTabIcon"));

		TabManager->RegisterTabSpawner(EndpointDetailsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, EndpointDetailsTabId))
			.SetDisplayName(LOCTEXT("EndpointDetailsTabTitle", "Endpoint Details"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "EndpointDetailsTabIcon"));

		TabManager->RegisterTabSpawner(EndpointsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, EndpointsTabId))
			.SetDisplayName(LOCTEXT("EndpointsTabTitle", "Endpoints"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "EndpointsTabIcon"));

		TabManager->RegisterTabSpawner(InteractionGraphTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, InteractionGraphTabId))
			.SetDisplayName(LOCTEXT("InteractionGraphTabTitle", "Interaction Graph"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "InteractionGraphTabIcon"));

		TabManager->RegisterTabSpawner(InterceptorsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, InterceptorsTabId))
			.SetDisplayName(LOCTEXT("InterceptorsTabTitle", "Interceptors"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "InterceptorsTabIcon"));

		TabManager->RegisterTabSpawner(MessageDataTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageDataTabId))
			.SetDisplayName(LOCTEXT("MessageDataTabTitle", "Message Data"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageDataTabIcon"));

		TabManager->RegisterTabSpawner(MessageDetailsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageDetailsTabId))
			.SetDisplayName(LOCTEXT("MessageDetailsTabTitle", "Message Details"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageDetailsTabIcon"));

		TabManager->RegisterTabSpawner(MessageHistoryTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageHistoryTabId))
			.SetDisplayName(LOCTEXT("MessageHistoryTabTitle", "Message History"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageHistoryTabIcon"));

		TabManager->RegisterTabSpawner(MessageTypesTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageTypesTabId))
			.SetDisplayName(LOCTEXT("MessageTypesTabTitle", "Message Types"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageTypesTabIcon"));

		TabManager->RegisterTabSpawner(ToolbarTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, ToolbarTabId))
			.SetDisplayName(LOCTEXT("ToolbarTabTitle", "Toolbar"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "ToolbarTabIcon"));
	}

	// create tab layout
	const TSharedRef<FTabManager::FLayout> Layout = FTabManager::NewLayout("MessagingDebuggerLayout_v1.0")
		->AddArea
		(
			FTabManager::NewPrimaryArea()
				->SetOrientation(Orient_Horizontal)
				->Split
				(
					// left column
					FTabManager::NewSplitter()
						->SetOrientation(Orient_Vertical)
						->SetSizeCoefficient(0.25f)
						->Split
						(
							FTabManager::NewStack()
								->AddTab(EndpointsTabId, ETabState::OpenedTab)
								->SetSizeCoefficient(0.5f)
						)
						->Split
						(
//.........这里部分代码省略.........
开发者ID:aovi,项目名称:UnrealEngine4,代码行数:101,代码来源:SMessagingDebugger.cpp


示例8: FillToolbar

TSharedPtr<FExtender> FCurveAssetEditor::GetToolbarExtender()
{
	struct Local
	{
		static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> InputSnapWidget, TSharedRef<SWidget> OutputSnapWidget)
		{
			ToolbarBuilder.BeginSection("Curve");
			{
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitHorizontal);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitVertical);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitAll);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitSelected);
			}
			ToolbarBuilder.EndSection();

			ToolbarBuilder.BeginSection("Interpolation");
			{
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicAuto);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicUser);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicBreak);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationLinear);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationConstant);
			}
			ToolbarBuilder.EndSection();

			ToolbarBuilder.BeginSection("Snap");
			{
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ToggleSnapping);
				ToolbarBuilder.AddWidget(InputSnapWidget);
				ToolbarBuilder.AddWidget(OutputSnapWidget);
			}
			ToolbarBuilder.EndSection();
		}
	};

	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);

	TSharedRef<SWidget> InputSnapWidget =
		SNew(SVerticalBox)
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(STextBlock)
			.Text(LOCTEXT("InputSnap", "Time Snap"))
		]
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(SComboButton)
			.ContentPadding(1)
			.OnGetMenuContent(this, &FCurveAssetEditor::BuildInputSnapMenu)
			.ButtonContent()
			[
				SNew(SEditableTextBox)
				.Text(this, &FCurveAssetEditor::GetInputSnapText)
				.OnTextCommitted(this, &FCurveAssetEditor::InputSnapTextComitted)
			]
		];

	TSharedRef<SWidget> OutputSnapWidget =
		SNew(SVerticalBox)
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(STextBlock)
			.Text(LOCTEXT("OutputSnap", "Value Snap"))
		]
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(SComboButton)
			.ContentPadding(1)
			.OnGetMenuContent(this, &FCurveAssetEditor::BuildOutputSnapMenu)
			.ButtonContent()
			[
				SNew(SEditableTextBox)
				.Text(this, &FCurveAssetEditor::GetOutputSnapText)
				.OnTextCommitted(this, &FCurveAssetEditor::OutputSnapTextComitted)
			]
		];

	ToolbarExtender->AddToolBarExtension(
		"Asset",
		EExtensionHook::After,
		TrackWidget->GetCommands(),
		FToolBarExtensionDelegate::CreateStatic(&Local::FillToolbar, InputSnapWidget, OutputSnapWidget)
		);

	return ToolbarExtender;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:94,代码来源:CurveAssetEditor.cpp


示例9: LOCTEXT

FText FCurveAssetEditor::GetBaseToolkitName() const
{
	return LOCTEXT( "AppLabel", "Curve Asset Editor" );
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:4,代码来源:CurveAssetEditor.cpp


示例10: UpdatePower

void UFlareSpacecraftDamageSystem::TickSystem(float DeltaSeconds)
{
	// Apply heat variation : add producted heat then substract radiated heat.

	// Get the to heat production and heat sink surface
	float HeatProduction = 0.f;
	float HeatSinkSurface = 0.f;

	for (int32 i = 0; i < Components.Num(); i++)
	{
		UFlareSpacecraftComponent* Component = Cast<UFlareSpacecraftComponent>(Components[i]);
		HeatProduction += Component->GetHeatProduction();
		HeatSinkSurface += Component->GetHeatSinkSurface();
	}

	// Add a part of sun radiation to ship heat production
	// Sun flow is 3.094KW/m^2 and keep only half and modulate 90% by sun occlusion
	HeatProduction += HeatSinkSurface * 3.094 * 0.5 * (1 - 0.9 * Spacecraft->GetGame()->GetPlanetarium()->GetSunOcclusion());

	// Heat up
	Data->Heat += HeatProduction * DeltaSeconds;
	// Radiate: Stefan-Boltzmann constant=5.670373e-8
	float Temperature = Data->Heat / Description->HeatCapacity;
	float HeatRadiation = 0.f;
	if (Temperature > 0)
	{
		HeatRadiation = HeatSinkSurface * 5.670373e-8 * FMath::Pow(Temperature, 4) / 1000;
	}
	// Don't radiate too much energy : negative temperature is not possible
	Data->Heat -= FMath::Min(HeatRadiation * DeltaSeconds, Data->Heat);

	// Power outage
	if (Data->PowerOutageDelay > 0)
	{
		Data->PowerOutageDelay -=  DeltaSeconds;
		if (Data->PowerOutageDelay <=0)
		{
			Data->PowerOutageDelay = 0;
			UpdatePower(); // To update light
		}
	}

	// Update Alive status
	if (WasAlive && !Parent->IsAlive())
	{
		AFlarePlayerController* PC = Spacecraft->GetGame()->GetPC();

		// Player kill
		if (PC && LastDamageCauser == PC->GetShipPawn() && Spacecraft != PC->GetShipPawn())
		{
			PC->Notify(LOCTEXT("ShipKilled", "Target destroyed"),
				FText::Format(LOCTEXT("ShipKilledFormat", "You destroyed a ship ({0}-class)"), Spacecraft->GetParent()->GetDescription()->Name),
				FName("ship-killed"),
				EFlareNotification::NT_Info);
		}

		// Company kill
		else if (PC && LastDamageCauser && PC->GetCompany() == LastDamageCauser->GetParent()->GetCompany())
		{
			PC->Notify(LOCTEXT("ShipKilledCompany", "Target destroyed"),
				FText::Format(LOCTEXT("ShipKilledCompanyFormat", "Your {0}-class ship destroyed a ship ({1}-class)"),
					Spacecraft->GetParent()->GetDescription()->Name,
					LastDamageCauser->GetParent()->GetDescription()->Name),
				FName("ship-killed"),
				EFlareNotification::NT_Info);
		}

		WasAlive = false;
		OnControlLost();
	}

	TimeSinceLastExternalDamage += DeltaSeconds;
}
开发者ID:YaSanBee,项目名称:HeliumRain,代码行数:73,代码来源:FlareSpacecraftDamageSystem.cpp


示例11: MenuBuilder

TSharedRef<SWidget> FCurveAssetEditor::BuildOutputSnapMenu()
{
	FMenuBuilder MenuBuilder(true, NULL);

	FUIAction OneThousandthAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 0.001f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneThousandth", "0.001"), LOCTEXT("OutputSnap_OneThousandth", "Set snap to 1/1000th"), FSlateIcon(), OneThousandthAction);

	FUIAction OneHundredthAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 0.01f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneHundredth", "0.01"), LOCTEXT("OutputSnap_OneHundredth", "Set snap to 1/100th"), FSlateIcon(), OneHundredthAction);

	FUIAction OneTenthAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 0.1f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneTenth", "0.1"), LOCTEXT("OutputSnap_OneTenth", "Set snap to 1/10th"), FSlateIcon(), OneTenthAction);

	FUIAction OneAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 1.0f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_One", "1"), LOCTEXT("OutputSnap_One", "Set snap to 1h"), FSlateIcon(), OneAction);

	FUIAction TenAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 10.0f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_Ten", "10"), LOCTEXT("OutputSnap_Ten", "Set snap to 10"), FSlateIcon(), TenAction);

	FUIAction HundredAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 100.0f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneHundred", "100"), LOCTEXT("OutputSnap_OneHundred", "Set snap to 100"), FSlateIcon(), HundredAction);

	return MenuBuilder.MakeWidget();
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:24,代码来源:CurveAssetEditor.cpp


示例12: LOCTEXT

FString FDefaultSourceControlProvider::GetStatusText() const
{
	return LOCTEXT("SourceControlDisabled", "Source control is disabled").ToString();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:4,代码来源:DefaultSourceControlProvider.cpp


示例13: FMessageLog

void FDefaultSourceControlProvider::Init(bool bForceConnection)
{
	FMessageLog("SourceControl").Info(LOCTEXT("SourceControlDisabled", "Source control is disabled"));
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:4,代码来源:DefaultSourceControlProvider.cpp


示例14: SNew

void FAndroidTargetSettingsCustomization::BuildAppManifestSection(IDetailLayoutBuilder& DetailLayout)
{
	// Cache some categories
	IDetailCategoryBuilder& APKPackagingCategory = DetailLayout.EditCategory(TEXT("APKPackaging"));
	IDetailCategoryBuilder& BuildCategory = DetailLayout.EditCategory(TEXT("Build"));
	IDetailCategoryBuilder& SigningCategory = DetailLayout.EditCategory(TEXT("DistributionSigning"));

	TSharedRef<SPlatformSetupMessage> PlatformSetupMessage = SNew(SPlatformSetupMessage, GameProjectPropertiesPath)
		.PlatformName(LOCTEXT("AndroidPlatformName", "Android"))
		.OnSetupClicked(this, &FAndroidTargetSettingsCustomization::CopySetupFilesIntoProject);

	SetupForPlatformAttribute = PlatformSetupMessage->GetReadyToGoAttribute();

	APKPackagingCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false)
		.WholeRowWidget
		[
			PlatformSetupMessage
		];

	APKPackagingCategory.AddCustomRow(LOCTEXT("UpgradeInfo", "Upgrade Info"), false)
		.WholeRowWidget
		[
			SNew(SBorder)
			.Padding(1)
			[
				SNew(SHorizontalBox)
				+ SHorizontalBox::Slot()
				.Padding(FMargin(10, 10, 10, 10))
				.FillWidth(1.0f)
				[
					SNew(SRichTextBlock)
					.Text(LOCTEXT("UpgradeInfoMessage", "<RichTextBlock.TextHighlight>Note to users from 4.6 or earlier</>: We now <RichTextBlock.TextHighlight>GENERATE</> an AndroidManifest.xml when building, so if you have customized your .xml file, you will need to put all of your changes into the below settings. Note that we don't touch your AndroidManifest.xml that is in your project directory.\nAdditionally, we no longer use SigningConfig.xml, the settings are now set in the Distribution Signing section.\n\nThere is currently no .obb file downloader support in the engine, so if you don't package your data into your .apk (see the below setting and its tooltip about 50MB limit), device is not guaranteed to have the .obb file downloaded in all cases. Until Unreal Engine v4.8, there won't be a way for your app to download the .obb file from the Google Play Store. See <a id=\"browser\" href=\"http://developer.android.com/google/play/expansion-files.html#Downloading\" style=\"HoverOnlyHyperlink\">http://developer.android.com/google/play/expansion-files.html</> for more information."))
					.TextStyle(FEditorStyle::Get(), "MessageLog")
					.DecoratorStyleSet(&FEditorStyle::Get())
					.AutoWrapText(true)
					+ SRichTextBlock::HyperlinkDecorator(TEXT("browser"), FSlateHyperlinkRun::FOnClick::CreateStatic(&OnBrowserLinkClicked))
				]
			]
		];
	
	APKPackagingCategory.AddCustomRow(LOCTEXT("BuildFolderLabel", "Build Folder"), false)
		.IsEnabled(SetupForPlatformAttribute)
		.NameContent()
		[
			SNew(SHorizontalBox)
			+ SHorizontalBox::Slot()
			.Padding(FMargin(0, 1, 0, 1))
			.FillWidth(1.0f)
			[
				SNew(STextBlock)
				.Text(LOCTEXT("BuildFolderLabel", "Build Folder"))
				.Font(DetailLayout.GetDetailFont())
			]
		]
		.ValueContent()
		[
			SNew(SHorizontalBox)
			+SHorizontalBox::Slot()
			.AutoWidth()
			[
				SNew(SButton)
				.Text(LOCTEXT("OpenBuildFolderButton", "Open Build Folder"))
				.ToolTipText(LOCTEXT("OpenManifestFolderButton_Tooltip", "Opens the folder containing the build files in Explorer or Finder (it's recommended you check these in to source control to share with your team)"))
				.OnClicked(this, &FAndroidTargetSettingsCustomization::OpenBuildFolder)
			]
		];

	// Signing category
	SigningCategory.AddCustomRow(LOCTEXT("SigningHyperlink", "Signing Hyperlink"), false)
		.WholeRowWidget
		[
			SNew(SBox)
			.HAlign(HAlign_Center)
			[
				SNew(SHyperlinkLaunchURL, TEXT("http://developer.android.com/tools/publishing/app-signing.html#releasemode"))
				.Text(LOCTEXT("AndroidDeveloperSigningPage", "Android Developer page on Signing for Distribution"))
				.ToolTipText(LOCTEXT("AndroidDeveloperSigningPageTooltip", "Opens a page that discusses the signing using keytool"))
			]
		];

	// Google Play category
	IDetailCategoryBuilder& GooglePlayCategory = DetailLayout.EditCategory(TEXT("GooglePlayServices"));
	
	TSharedRef<SPlatformSetupMessage> GooglePlaySetupMessage = SNew(SPlatformSetupMessage, GameGooglePlayAppIDPath)
		.PlatformName(LOCTEXT("GooglePlayPlatformName", "Google Play services"))
		.OnSetupClicked(this, &FAndroidTargetSettingsCustomization::CopyGooglePlayAppIDFileIntoProject);

	SetupForGooglePlayAttribute = GooglePlaySetupMessage->GetReadyToGoAttribute();

	GooglePlayCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false)
		.WholeRowWidget
		[
			GooglePlaySetupMessage
		];

	GooglePlayCategory.AddCustomRow(LOCTEXT("AppIDHyperlink", "App ID Hyperlink"), false)
		.WholeRowWidget
		[
			SNew(SBox)
			.HAlign(HAlign_Center)
//.........这里部分代码省略.........
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,代码来源:AndroidTargetSettingsCustomization.cpp


示例15: LOCTEXT

FText FSubversionSourceControlState::GetDisplayName() const
{
	if(LockState == ELockState::Locked)
	{
		return LOCTEXT("Locked", "Locked For Editing");
	}
	else if(LockState == ELockState::LockedOther)
	{
		return FText::Format( LOCTEXT("LockedOther", "Locked by "), FText::FromString(LockUser) );
	}

	switch(WorkingCopyState) //-V719
	{
	case EWorkingCopyState::Unknown:
		return LOCTEXT("Unknown", "Unknown");
	case EWorkingCopyState::Pristine:
		return LOCTEXT("Pristine", "Pristine");
	case EWorkingCopyState::Added:
		if(bCopied)
		{
			return LOCTEXT("Added", "Added With History");
		}
		else
		{
			return LOCTEXT("Added", "Added");
		}
	case EWorkingCopyState::Deleted:
		return LOCTEXT("Deleted", "Deleted");
	case EWorkingCopyState::Modified:
		return LOCTEXT("Modified", "Modified");
	case EWorkingCopyState::Replaced:
		return LOCTEXT("Replaced", "Replaced");
	case EWorkingCopyState::Conflicted:
		return LOCTEXT("ContentsConflict", "Contents Conflict");
	case EWorkingCopyState::External:
		return LOCTEXT("External", "External");
	case EWorkingCopyState::Ignored:
		return LOCTEXT("Ignored", "Ignored");
	case EWorkingCopyState::Incomplete:
		return LOCTEXT("Incomplete", "Incomplete");
	case EWorkingCopyState::Merged:
		return LOCTEXT("Merged", "Merged");
	case EWorkingCopyState::NotControlled:
		return LOCTEXT("NotControlled", "Not Under Source Control");
	case EWorkingCopyState::Obstructed:
		return LOCTEXT("Obstructed", "Obstructed By Other Type");
	case EWorkingCopyState::Missing:
		return LOCTEXT("Missing", "Missing");
	}

	return FText();
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:52,代码来源:SubversionSourceControlState.cpp


示例16: if

void FPaperTileMapDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
    const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout.GetDetailsView().GetSelectedObjects();
    MyDetailLayout = &DetailLayout;

    FNotifyHook* NotifyHook = DetailLayout.GetPropertyUtilities()->GetNotifyHook();

    bool bEditingActor = false;

    UPaperTileMap* TileMap = nullptr;
    UPaperTileMapComponent* TileComponent = nullptr;
    for (int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex)
    {
        UObject* TestObject = SelectedObjects[ObjectIndex].Get();
        if (AActor* CurrentActor = Cast<AActor>(TestObject))
        {
            if (UPaperTileMapComponent* CurrentComponent = CurrentActor->FindComponentByClass<UPaperTileMapComponent>())
            {
                bEditingActor = true;
                TileComponent = CurrentComponent;
                TileMap = CurrentComponent->TileMap;
                break;
            }
        }
        else if (UPaperTileMapComponent* TestComponent = Cast<UPaperTileMapComponent>(TestObject))
        {
            TileComponent = TestComponent;
            TileMap = TestComponent->TileMap;
            break;
        }
        else if (UPaperTileMap* TestTileMap = Cast<UPaperTileMap>(TestObject))
        {
            TileMap = TestTileMap;
            break;
        }
    }
    TileMapPtr = TileMap;
    TileMapComponentPtr = TileComponent;

    IDetailCategoryBuilder& TileMapCategory = DetailLayout.EditCategory("Tile Map");

    TAttribute<EVisibility> InternalInstanceVis = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FPaperTileMapDetailsCustomization::GetVisibilityForInstancedOnlyProperties));

    if (TileComponent != nullptr)
    {
        TileMapCategory
        .AddCustomRow(LOCTEXT( "TileMapInstancingControlsSearchText", "Edit New Promote Asset"))
        [
            SNew(SVerticalBox)
            + SVerticalBox::Slot()
            .Padding(0.0f, 2.0f, 0.0f, 0.0f)
            .FillHeight(1.0f)
            .VAlign(VAlign_Center)
            [
                SNew(SHorizontalBox)

                // Edit button
                +SHorizontalBox::Slot()
                .AutoWidth()
                .Padding( 2.0f, 0.0f )
                .VAlign(VAlign_Center)
                .HAlign(HAlign_Left)
                [
                    SNew(SButton)
                    .VAlign(VAlign_Center)
                    .OnClicked(this, &FPaperTileMapDetailsCustomization::EnterTileMapEditingMode)
                    .Visibility(this, &FPaperTileMapDetailsCustomization::GetNonEditModeVisibility)
                    .Text( LOCTEXT("EditAsset", "Edit") )
                    .ToolTipText( LOCTEXT("EditAssetToolTip", "Edit this tile map") )
                ]

                // Create new tile map button
                +SHorizontalBox::Slot()
                .AutoWidth()
                .Padding( 2.0f, 0.0f )
                .VAlign(VAlign_Center)
                .HAlign(HAlign_Left)
                [
                    SNew(SButton)
                    .VAlign(VAlign_Center)
                    .OnClicked(this, &FPaperTileMapDetailsCustomization::OnNewButtonClicked)
                    .Visibility(this, &FPaperTileMapDetailsCustomization::GetNewButtonVisiblity)
                    .Text(LOCTEXT("CreateNewInstancedMap", "New"))
                    .ToolTipText( LOCTEXT("CreateNewInstancedMapToolTip", "Create a new tile map") )
                ]

                // Promote to asset button
                +SHorizontalBox::Slot()
                .AutoWidth()
                .Padding( 2.0f, 0.0f )
                .VAlign(VAlign_Center)
                .HAlign(HAlign_Left)
                [
                    SNew(SButton)
                    .VAlign(VAlign_Center)
                    .OnClicked(this, &FPaperTileMapDetailsCustomization::OnPromoteButtonClicked)
                    .Visibility(this, &FPaperTileMapDetailsCustomization::GetVisibilityForInstancedOnlyProperties)
                    .Text(LOCTEXT("PromoteToAsset", "Promote to asset"))
                    .ToolTipText(LOCTEXT("PromoteToAssetToolTip", "Save this tile map as a reusable asset"))
                ]
//.........这里部分代码省略.........
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,代码来源:PaperTileMapDetailsCustomization.cpp


示例17: RegisterGeneralSettings

	/**
	 * Registers general Editor settings.
	 *
	 * @param SettingsModule A reference to the settings module.
	 */
	void RegisterGeneralSettings( ISettingsModule& SettingsModule )
	{
		// automation
		SettingsModule.RegisterSettings("Editor", "General", "AutomationTest",
			LOCTEXT("AutomationSettingsName", "Automation"),
			LOCTEXT("AutomationSettingsDescription", "Set up automation test assets."),
			GetMutableDefault<UAutomationTestSettings>()
		);

		// region & language
		ISettingsSectionPtr RegionAndLanguageSettingsSection = SettingsModule.RegisterSettings("Editor", "General", "Internationalization",
			LOCTEXT("InternationalizationSettingsModelName", "Region & Language"),
			LOCTEXT("InternationalizationSettingsModelDescription", "Configure the editor's behavior to use a language and fit a region's culture."),
			GetMutableDefault<UInternationalizationSettingsModel>()
		);

		if (RegionAndLanguageSettingsSection.IsValid())
		{
			RegionAndLanguageSettingsSection->OnExport().BindRaw(this, &FEditorSettingsViewerModule::HandleRegionAndLanguageExport);
			RegionAndLanguageSettingsSection->OnImport().BindRaw(this, &FEditorSettingsViewerModule::HandleRegionAndLanguageImport);
			RegionAndLanguageSettingsSection->OnSaveDefaults().BindRaw(this, &FEditorSettingsViewerModule::HandleRegionAndLanguageSaveDefaults);
			RegionAndLanguageSettingsSection->OnResetDefaults().BindRaw(this, &FEditorSettingsViewerModule::HandleRegionAndLanguageResetToDefault);
			GetMutableDefault<UInternationalizationSettingsModel>()->OnSettingChanged().AddRaw(this, &FEditorSettingsViewerModule::HandleRegionAndLanguageSettingChanged);
		}

		// input bindings
		TWeakPtr<SWidget> InputBindingEditorPanel = FModuleManager::LoadModuleChecked<IInputBindingEditorModule>("InputBindingEditor").CreateInputBindingEditorPanel();
		ISettingsSectionPtr InputBindingSettingsSection = SettingsModule.RegisterSettings("Editor", "General", "InputBindings",
			LOCTEXT("InputBindingsSettingsName", "Keyboard Shortcuts"),
			LOCTEXT("InputBindingsSettingsDescription", "Configure keyboard shortcuts to quickly invoke operations."),
			InputBindingEditorPanel.Pin().ToSharedRef()
		);

		if (InputBindingSettingsSection.IsValid())
		{
			InputBindingSettingsSection->OnExport().BindRaw(this, &FEditorSettingsViewerModule::HandleInputBindingsExport);
			InputBindingSettingsSection->OnImport().BindRaw(this, &FEditorSettingsViewerModule::HandleInputBindingsImport);
			InputBindingSettingsSection->OnResetDefaults().BindRaw(this, &FEditorSettingsViewerModule::HandleInputBindingsResetToDefault);
			InputBindingSettingsSection->OnSave().BindRaw(this, &FEditorSettingsViewerModule::HandleInputBindingsSave);
		}

		// loading & saving features
		SettingsModule.RegisterSettings("Editor", "General", "LoadingSaving",
			LOCTEXT("LoadingSavingSettingsName", "Loading & Saving"),
			LOCTEXT("LoadingSavingSettingsDescription", "Change how the Editor loads and saves files."),
			GetMutableDefault<UEditorLoadingSavingSettings>()
		);

		// @todo thomass: proper settings support for source control module
		GetMutableDefault<UEditorLoadingSavingSettings>()->SccHackInitialize();

		// misc unsorted settings
		SettingsModule.RegisterSettings("Editor", "General", "UserSettings",
			LOCTEXT("UserSettingsName", "Miscellaneous"),
			LOCTEXT("UserSettingsDescription", "Customize the behavior, look and feel of the editor."),
			GetMutableDefault<UEditorPerProjectUserSettings>()
		);

		// experimental features
		SettingsModule.RegisterSettings("Editor", "General", "Experimental",
			LOCTEXT("ExperimentalettingsName", "Experimental"),
			LOCTEXT("ExperimentalSettingsDescription", "Enable and configure experimental Editor features."),
			GetMutableDefault<UEditorExperimentalSettings>()
		);
	}
开发者ID:johndpope,项目名称:UE4,代码行数:70,代码来源:EditorSettingsViewerModule.cpp


示例18: LOCTEXT

void FStreamingLevelCollectionModel::BuildHierarchyMenu(FMenuBuilder& InMenuBuilder) const
{
	const FLevelCollectionCommands& Commands = FLevelCollectionCommands::Get();

	// We show the "level missing" commands, when missing level is selected solely
	if (IsOneLevelSelected() && InvalidSelectedLevels.Num() == 1)
	{
		InMenuBuilder.BeginSection("MissingLevel", LOCTEXT("ViewHeaderRemove", "Missing Level") );
		{
			InMenuBuilder.AddMenuEntry( Commands.FixUpInvalidReference );
			InMenuBuilder.AddMenuEntry( Commands.RemoveInvalidReference );
		}
		InMenuBuilder.EndSection();
	}

	// Add common commands
	InMenuBuilder.BeginSection("Levels", LOCTEXT("LevelsHeader", "Levels") );
	{
		// Make level current
		if (IsOneLevelSelected())
		{
			InMenuBuilder.AddMenuEntry( Commands.World_MakeLevelCurrent );
		}
		
		// Visibility commands
		InMenuBuilder.AddSubMenu( 
			LOCTEXT("VisibilityHeader", "Visibility"),
			LOCTEXT("VisibilitySubMenu_ToolTip", "Selected Level(s) visibility commands"),
			FNewMenuDelegate::CreateSP(this, &FStreamingLevelCollectionModel::FillVisibilitySubMenu ) );

		// Lock commands
		InMenuBuilder.AddSubMenu( 
			LOCTEXT("LockHeader", "Lock"),
			LOCTEXT("LockSubMenu_ToolTip", "Selected Level(s) lock commands"),
			FNewMenuDelegate::CreateSP(this, &FStreamingLevelCollectionModel::FillLockSubMenu ) );
		
		// Level streaming specific commands
		if (AreAnyLevelsSelected() && !(IsOneLevelSelected() && GetSelectedLevels()[0]->IsPersistent()))
		{
			InMenuBuilder.AddMenuEntry(Commands.World_RemoveSelectedLevels);
			//
			InMenuBuilder.AddSubMenu( 
				LOCTEXT("LevelsChangeStreamingMethod", "Change Streaming Method"),
				LOCTEXT("LevelsChangeStreamingMethod_Tooltip", "Changes the streaming method for the selected levels"),
				FNewMenuDelegate::CreateRaw(this, &FStreamingLevelCollectionModel::FillSetStreamingMethodSubMenu ));
		}
	}
	InMenuBuilder.EndSection();
	

	// Level selection commands
	InMenuBuilder.BeginSection("LevelsSelection", LOCTEXT("SelectionHeader", "Selection") );
	{
		InMenuBuilder.AddMenuEntry( Commands.SelectAllLevels );
		InMenuBuilder.AddMenuEntry( Commands.DeselectAllLevels );
		InMenuBuilder.AddMenuEntry( Commands.InvertLevelSelection );
	}
	InMenuBuilder.EndSection();
	
	// Level actors selection commands
	InMenuBuilder.BeginSection("Actors", LOCTEXT("ActorsHeader", "Actors") );
	{
		InMenuBuilder.AddMenuEntry( Commands.AddsActors );
		InMenuBuilder.AddMenuEntry( Commands.RemovesActors );

		// Move selected actors to a selected level
		if (IsOneLevelSelected())
		{
			InMenuBuilder.AddMenuEntry( Commands.MoveActorsToSelected );
			InMenuBuilder.AddMenuEntry( Commands.MoveFoliageToSelected );
		}

		if (AreAnyLevelsSelected() && !(IsOneLevelSelected() && SelectedLevelsList[0]->IsPersistent()))
		{
			InMenuBuilder.AddMenuEntry( Commands.SelectStreamingVolumes );
		}
	}
	InMenuBuilder.EndSection();
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:79,代码来源:StreamingLevelCollectionModel.cpp


示例19: check


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