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TextAssetActions.cpp
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137 lines (104 loc) · 3.34 KB
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "TextAssetActions.h"
#include "EditorReimportHandler.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "TextAsset.h"
#include "Styling/SlateStyle.h"
#include "TextAssetEditorToolkit.h"
#define LOCTEXT_NAMESPACE "AssetTypeActions"
/* FTextAssetActions constructors
*****************************************************************************/
FTextAssetActions::FTextAssetActions(const TSharedRef<ISlateStyle>& InStyle)
: Style(InStyle)
{ }
/* FAssetTypeActions_Base overrides
*****************************************************************************/
bool FTextAssetActions::CanFilter()
{
return true;
}
void FTextAssetActions::GetActions(const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder)
{
FAssetTypeActions_Base::GetActions(InObjects, MenuBuilder);
auto TextAssets = GetTypedWeakObjectPtrs<UTextAsset>(InObjects);
MenuBuilder.AddMenuEntry(
LOCTEXT("TextAsset_ReImportText", "Re-Import Text"),
LOCTEXT("TextAsset_ReImportTextToolTip", "Re Import text from disk."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([=]
{
for (auto &TextAsset : TextAssets) {
FReimportManager::Instance()->Reimport(TextAsset.Get(), true);
}
}),
FCanExecuteAction::CreateLambda([=]
{
return true;
}
)));
MenuBuilder.AddMenuEntry(
LOCTEXT("TextAsset_ReverseText", "Reverse Text"),
LOCTEXT("TextAsset_ReverseTextToolTip", "Reverse the text stored in the selected text asset(s)."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([=]{
for (auto& TextAsset : TextAssets)
{
if (TextAsset.IsValid() && !TextAsset->Text.IsEmpty())
{
TextAsset->Text = FText::FromString(TextAsset->Text.ToString().Reverse());
TextAsset->PostEditChange();
TextAsset->MarkPackageDirty();
}
}
}),
FCanExecuteAction::CreateLambda([=] {
for (auto& TextAsset : TextAssets)
{
if (TextAsset.IsValid() && !TextAsset->Text.IsEmpty())
{
return true;
}
}
return false;
})
)
);
}
uint32 FTextAssetActions::GetCategories()
{
return EAssetTypeCategories::Misc;
}
FText FTextAssetActions::GetName() const
{
return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_TextAsset", "Text Asset");
}
UClass* FTextAssetActions::GetSupportedClass() const
{
return UTextAsset::StaticClass();
}
FColor FTextAssetActions::GetTypeColor() const
{
return FColor::White;
}
bool FTextAssetActions::HasActions(const TArray<UObject*>& InObjects) const
{
return true;
}
void FTextAssetActions::OpenAssetEditor(const TArray<UObject*>& InObjects, TSharedPtr<IToolkitHost> EditWithinLevelEditor)
{
EToolkitMode::Type Mode = EditWithinLevelEditor.IsValid()
? EToolkitMode::WorldCentric
: EToolkitMode::Standalone;
for (auto ObjIt = InObjects.CreateConstIterator(); ObjIt; ++ObjIt)
{
auto TextAsset = Cast<UTextAsset>(*ObjIt);
if (TextAsset != nullptr)
{
TSharedRef<FTextAssetEditorToolkit> EditorToolkit = MakeShareable(new FTextAssetEditorToolkit(Style));
EditorToolkit->Initialize(TextAsset, Mode, EditWithinLevelEditor);
}
}
}
#undef LOCTEXT_NAMESPACE