// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "InputCoreTypes.h" #include "Framework/Commands/InputChord.h" #include "Framework/Commands/Commands.h" #include "Styling/AppStyle.h" #define LOCTEXT_NAMESPACE "LayersViewCommands" /** * The set of commands supported by the LayersView */ class FLayersViewCommands : public TCommands { public: /** FLayersViewCommands Constructor */ FLayersViewCommands() : TCommands ( "LayersView", // Context name for fast lookup NSLOCTEXT("Contexts", "LayersView", "Layers"), // Localized context name for displaying "LevelEditor", // Parent FAppStyle::GetAppStyleSetName() // Icon Style Set ) { } /** * Initialize the commands */ virtual void RegisterCommands() override { UI_COMMAND( CreateEmptyLayer, "Create Empty Layer", "Creates a new empty Layer", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( AddSelectedActorsToNewLayer, "Add Selected Actors to New Layer", "Adds the actors currently selected in the active viewport to a new layer", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( AddSelectedActorsToSelectedLayer, "Add Selected Actors to Selected Layers", "Adds the actors currently selected in the viewport to the selected layers", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( RemoveSelectedActorsFromSelectedLayer, "Remove Selected Actors from Layers", "Removes the actors currently selected in the viewport from the selected layers", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( SelectActors, "Select Actors", "Actors in the selected Layers becomes the viewport's selection", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( AppendActorsToSelection, "Append Actors to Selection", "Adds the Actors in the selected Layers to the viewport's existing selection", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( DeselectActors, "Deselect Actors", "Removes the Actors in the selected Layers from the viewport's existing selection", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( ToggleSelectedLayersVisibility, "Toggle Visibility of Selected Layers", "Toggles the visibility of the selected layers in the viewports", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( MakeAllLayersVisible, "Make All Layers Visible", "Toggles all layers to a visible state in the viewports", EUserInterfaceActionType::Button, FInputChord() ); UI_COMMAND( RequestRenameLayer, "Rename", "Rename the selected layer.", EUserInterfaceActionType::Button, FInputChord( EKeys::F2 ) ); } public: /** Creates a new empty Layer */ TSharedPtr< FUICommandInfo > CreateEmptyLayer; /** Adds the Selected Actors To a New Layer */ TSharedPtr< FUICommandInfo > AddSelectedActorsToNewLayer; /** Adds the Selected Actors to the Selected Layers */ TSharedPtr< FUICommandInfo > AddSelectedActorsToSelectedLayer; /** Removes the Selected Actors from the Selected Layers */ TSharedPtr< FUICommandInfo > RemoveSelectedActorsFromSelectedLayer; /** Selects the actors in the Selected Layers */ TSharedPtr< FUICommandInfo > SelectActors; /** Adds the actors in the Selected Layers to the currently selected Actors */ TSharedPtr< FUICommandInfo > AppendActorsToSelection; /** Deselects the actors in the Selected Layers */ TSharedPtr< FUICommandInfo > DeselectActors; /** Toggles the visibility of the currently selected layers */ TSharedPtr< FUICommandInfo > ToggleSelectedLayersVisibility; /** Makes all layers visible */ TSharedPtr< FUICommandInfo > MakeAllLayersVisible; /** Requests a rename on the layer */ TSharedPtr< FUICommandInfo > RequestRenameLayer; }; #undef LOCTEXT_NAMESPACE