Files
UnrealEngine/Engine/Source/Editor/Persona/Private/AnimViewportShowCommands.h
2025-05-18 13:04:45 +08:00

174 lines
5.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Framework/Commands/Commands.h"
#include "HAL/Platform.h"
#include "Internationalization/Internationalization.h"
#include "Styling/AppStyle.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
#include "UObject/UnrealNames.h"
class FUICommandInfo;
/**
* Class containing commands for persona viewport show actions
*/
class FAnimViewportShowCommands : public TCommands<FAnimViewportShowCommands>
{
public:
FAnimViewportShowCommands()
: TCommands<FAnimViewportShowCommands>
(
TEXT("AnimViewportShowCmd"), // Context name for fast lookup
NSLOCTEXT("Contexts", "AnimViewportShowCmd", "Animation Viewport Show Command"), // Localized context name for displaying
NAME_None, // Parent context name.
FAppStyle::GetAppStyleSetName() // Icon Style Set
)
{
}
/** Option to align floor to Mesh */
TSharedPtr< FUICommandInfo > AutoAlignFloorToMesh;
/** Option to mute audio in the viewport */
TSharedPtr< FUICommandInfo > MuteAudio;
/** Option to use audio attenuation in the viewport */
TSharedPtr< FUICommandInfo > UseAudioAttenuation;
/** Option to set ProcessRootMotionMode to Ignore (Preview mesh will not consume root motion) */
TSharedPtr< FUICommandInfo > DoNotProcessRootMotion;
/** Option to set ProcessRootMotionMode to LoopAndReset (Preview mesh will consume root motion resetting the position back to the origin every time the animation loops) */
TSharedPtr< FUICommandInfo > ProcessRootMotionLoopAndReset;
/** Option to set ProcessRootMotionMode to Loop (Preview mesh will consume root motion continually) */
TSharedPtr< FUICommandInfo > ProcessRootMotionLoop;
/** Visualize root motion mode */
TSharedPtr< FUICommandInfo > DoNotVisualizeRootMotion;
TSharedPtr< FUICommandInfo > VisualizeRootMotionTrajectory;
TSharedPtr< FUICommandInfo > VisualizeRootMotionTrajectoryAndOrientation;
/** Option to enable/disable post process anim blueprint evaluation */
TSharedPtr< FUICommandInfo > DisablePostProcessBlueprint;
/** Show Bound of preview mesh */
TSharedPtr< FUICommandInfo > ShowBound;
/** Use in-game Bound of preview mesh */
TSharedPtr< FUICommandInfo > UseInGameBound;
/** Use in-game Bound of preview mesh */
TSharedPtr< FUICommandInfo > UseFixedBounds;
/** Use pre-skinned Bound of preview mesh */
TSharedPtr< FUICommandInfo > UsePreSkinnedBounds;
/** Show/hide the preview mesh */
TSharedPtr< FUICommandInfo > ShowPreviewMesh;
/** Show Morphtarget */
TSharedPtr< FUICommandInfo > ShowMorphTargets;
/** Hide all bones */
TSharedPtr< FUICommandInfo > ShowBoneDrawNone;
/** Show only selected bones */
TSharedPtr< FUICommandInfo > ShowBoneDrawSelected;
/** Show only selected bones and their parents */
TSharedPtr< FUICommandInfo > ShowBoneDrawSelectedAndParents;
/** Show only selected bones and their children */
TSharedPtr< FUICommandInfo > ShowBoneDrawSelectedAndChildren;
/** Show only selected bones and their parents and children */
TSharedPtr< FUICommandInfo > ShowBoneDrawSelectedAndParentsAndChildren;
/** Show all bones */
TSharedPtr< FUICommandInfo > ShowBoneDrawAll;
/** Show raw animation (vs compressed) */
TSharedPtr< FUICommandInfo > ShowRawAnimation;
/** Show non retargeted animation. */
TSharedPtr< FUICommandInfo > ShowNonRetargetedAnimation;
/** Show additive base pose */
TSharedPtr< FUICommandInfo > ShowAdditiveBaseBones;
/** Show non retargeted animation. */
TSharedPtr< FUICommandInfo > ShowSourceRawAnimation;
/** Show non retargeted animation. */
TSharedPtr< FUICommandInfo > ShowBakedAnimation;
/** Show skeletal mesh bone names */
TSharedPtr< FUICommandInfo > ShowBoneNames;
/** Show skeletal mesh bone names */
TSharedPtr< FUICommandInfo > ShowBoneColors;
/** Show skeletal mesh info */
TSharedPtr< FUICommandInfo > ShowDisplayInfoBasic;
TSharedPtr< FUICommandInfo > ShowDisplayInfoDetailed;
TSharedPtr< FUICommandInfo > ShowDisplayInfoSkelControls;
TSharedPtr< FUICommandInfo > HideDisplayInfo;
/** Show overlay material option */
TSharedPtr< FUICommandInfo > ShowOverlayNone;
TSharedPtr< FUICommandInfo > ShowBoneWeight;
TSharedPtr< FUICommandInfo > ShowMorphTargetVerts;
/** Show socket hit point diamonds */
TSharedPtr< FUICommandInfo > ShowSockets;
/** Show transform attributes */
TSharedPtr< FUICommandInfo > ShowAttributes;
/** Hide all local axes */
TSharedPtr< FUICommandInfo > ShowLocalAxesNone;
/** Show only selected axes */
TSharedPtr< FUICommandInfo > ShowLocalAxesSelected;
/** Show all local axes */
TSharedPtr< FUICommandInfo > ShowLocalAxesAll;
/** Enable cloth simulation */
TSharedPtr< FUICommandInfo > EnableClothSimulation;
/** Reset cloth simulation */
TSharedPtr< FUICommandInfo > ResetClothSimulation;
/** Enables collision detection between collision primitives in the base mesh
* and clothing on any attachments in the preview scene.
*/
TSharedPtr< FUICommandInfo > EnableCollisionWithAttachedClothChildren;
/** Show all sections which means the original state */
TSharedPtr< FUICommandInfo > ShowAllSections;
/** Show only clothing mapped sections */
TSharedPtr< FUICommandInfo > ShowOnlyClothSections;
/** Show all except clothing mapped sections */
TSharedPtr< FUICommandInfo > HideOnlyClothSections;
TSharedPtr< FUICommandInfo > PauseClothWithAnim;
/** Show Notification Visualizations */
TSharedPtr< FUICommandInfo > ShowNotificationVisualizations;
/** Show AssetUserData Visualizations */
TSharedPtr< FUICommandInfo > ShowAssetUserDataVisualizations;
/** Show Animation Timecode Values */
TSharedPtr< FUICommandInfo > ShowTimecode;
public:
/** Registers our commands with the binding system */
virtual void RegisterCommands() override;
};