// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Framework/Commands/Commands.h" #include "Internationalization/Internationalization.h" #include "Styling/AppStyle.h" #include "Templates/SharedPointer.h" #include "UObject/NameTypes.h" #include "UObject/UnrealNames.h" class FUICommandInfo; /*----------------------------------------------------------------------------- FSoundCueGraphEditorCommands -----------------------------------------------------------------------------*/ class FSoundCueGraphEditorCommands : public TCommands { public: /** Constructor */ FSoundCueGraphEditorCommands() : TCommands("SoundCueGraphEditor", NSLOCTEXT("Contexts", "SoundCueGraphEditor", "SoundCue Graph Editor"), NAME_None, FAppStyle::GetAppStyleSetName()) { } /** Plays the SoundCue */ TSharedPtr PlayCue; /** Stops the currently playing cue/node */ TSharedPtr StopCueNode; /** Plays the selected node */ TSharedPtr PlayNode; /** Plays the SoundCue or stops the currently playing cue/node */ TSharedPtr TogglePlayback; /** Selects the SoundWave in the content browser */ TSharedPtr BrowserSync; /** Breaks the node input/output link */ TSharedPtr BreakLink; /** Adds an input to the node */ TSharedPtr AddInput; /** Removes an input from the node */ TSharedPtr DeleteInput; /** Plays the SoundCue or stops the currently playing cue/node */ TSharedPtr ToggleSolo; /** Plays the SoundCue or stops the currently playing cue/node */ TSharedPtr ToggleMute; /** Initialize commands */ virtual void RegisterCommands() override; };