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