Files
UnrealEngine/Engine/Source/Editor/LevelEditor/Public/LevelEditorContextMenu.h
2025-05-18 13:04:45 +08:00

90 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Editor/UnrealEdTypes.h"
#include "LevelEditorMenuContext.h"
class FExtender;
class UToolMenu;
class UTypedElementSelectionSet;
struct FToolMenuContext;
class SLevelEditor;
class SWidget;
struct FToolMenuSection;
/**
* Context menu construction class
*/
class LEVELEDITOR_API FLevelEditorContextMenu
{
public:
/**
* Summons the level viewport context menu
* @param LevelEditor The level editor using this menu.
* @param ContextType The context we should use to specialize this menu
* @param HitProxyActor The hitproxy actor in the case the ContextType is Viewport
*/
static void SummonMenu( const TSharedRef< class SLevelEditor >& LevelEditor, ELevelEditorMenuContext ContextType, const FTypedElementHandle& HitProxyElement = FTypedElementHandle());
/**
* Summons the viewport view option menu
* @param LevelEditor The level editor using this menu.
*/
static void SummonViewOptionMenu( const TSharedRef< class SLevelEditor >& LevelEditor, const ELevelViewportType ViewOption );
/**
* Creates a widget for the context menu that can be inserted into a pop-up window
*
* @param LevelEditor The level editor using this menu.
* @param ContextType The context we should use to specialize this menu
* @param Extender Allows extension of this menu based on context.
* @param HitProxyActor The hitproxy actor in the case the ContextType is Viewport
* @return Widget for this context menu
*/
static TSharedRef< SWidget > BuildMenuWidget(TWeakPtr< ILevelEditor > LevelEditor, ELevelEditorMenuContext ContextType, TSharedPtr<FExtender> Extender = TSharedPtr<FExtender>(), const FTypedElementHandle& HitProxyElement = FTypedElementHandle());
/**
* Populates the specified menu builder for the context menu that can be inserted into a pop-up window
*
* @param Menu The menu to fill
* @param LevelEditor The level editor using this menu.
* @param ContextType The context we should use to specialize this menu
* @param Extender Allows extension of this menu based on context.
* @param HitProxyActor The hitproxy actor in the case the ContextType is Viewport
*/
static UToolMenu* GenerateMenu(TWeakPtr< ILevelEditor > LevelEditor, ELevelEditorMenuContext ContextType, TSharedPtr<FExtender> Extender = TSharedPtr<FExtender>(), const FTypedElementHandle& HitProxyElement = FTypedElementHandle());
/* Adds required information to Context for build menu based on current selection */
static FName InitMenuContext(FToolMenuContext& Context, TWeakPtr<ILevelEditor> LevelEditor, ELevelEditorMenuContext ContextType, const FTypedElementHandle& HitProxyElement = FTypedElementHandle());
/* Returns name of menu to display based on current selection */
static FName GetContextMenuName(ELevelEditorMenuContext ContextType, const UTypedElementSelectionSet* InSelectionSet);
/* Returns a user-readable title for the menu to display; the title can be displayed in UI like the menu bar */
static FText GetContextMenuTitle(ELevelEditorMenuContext ContextType, const UTypedElementSelectionSet* InSelectionSet);
/* Returns a user-readable tooltip describing the menu to display */
static FText GetContextMenuToolTip(ELevelEditorMenuContext ContextType, const UTypedElementSelectionSet* InSelectionSet);
static void RegisterComponentContextMenu();
static void RegisterActorContextMenu();
static void RegisterElementContextMenu();
static void RegisterSceneOutlinerContextMenu();
static void RegisterMenuBarEmptyContextMenu();
static void RegisterEmptySelectionContextMenu();
static void AddPlayFromHereSubMenu(FToolMenuSection& Section);
/**
* Builds the actor group menu
*
* @param Menu The menu to add items to.
* @param SelectedActorInfo Information about the selected actors.
*/
static void BuildGroupMenu(FToolMenuSection& Section, const struct FSelectedActorInfo& SelectedActorInfo);
};