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