// Copyright Epic Games, Inc. All Rights Reserved. #include "BlueprintModes/WidgetBlueprintApplicationModes.h" #include "HAL/IConsoleManager.h" #include "Internationalization/Internationalization.h" // Mode constants const FName FWidgetBlueprintApplicationModes::DesignerMode("DesignerName"); const FName FWidgetBlueprintApplicationModes::GraphMode("GraphName"); const FName FWidgetBlueprintApplicationModes::DebugMode("PreviewName"); const FName FWidgetBlueprintApplicationModes::PreviewMode("PreviewName"); FText FWidgetBlueprintApplicationModes::GetLocalizedMode(const FName InMode) { if (InMode == FWidgetBlueprintApplicationModes::DesignerMode) { return NSLOCTEXT("WidgetBlueprintModes", "DesignerMode", "Designer"); } else if (InMode == FWidgetBlueprintApplicationModes::GraphMode) { return NSLOCTEXT("WidgetBlueprintModes", "GraphMode", "Graph"); } else if (InMode == FWidgetBlueprintApplicationModes::PreviewMode) { return NSLOCTEXT("WidgetBlueprintModes", "PreviewMode", "Preview"); } return FText::GetEmpty(); } static bool bEnablePreviewMode = false; static FAutoConsoleVariableRef CVarEnablePreviewMode( TEXT("UMG.EnablePreviewMode"), bEnablePreviewMode, TEXT("Whether or not to enable the UMG Preview mode.") ); bool FWidgetBlueprintApplicationModes::IsPreviewModeEnabled() { return bEnablePreviewMode; }