Files
UnrealEngine/Engine/Source/Editor/UMGEditor/Private/BlueprintModes/WidgetBlueprintApplicationModes.cpp
2025-05-18 13:04:45 +08:00

42 lines
1.3 KiB
C++

// 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;
}