first attemp at extending the skeleton editor that also crashes the editor once opened
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/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2023 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGEditor/SGSkeletonEditorCommands.h"
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#define LOCTEXT_NAMESPACE "SkeletonEditorCommands"
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FSGSkeletonEditorCommands::FSGSkeletonEditorCommands()
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: TCommands<FSGSkeletonEditorCommands>(
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TEXT("SkeletonEditor"),
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NSLOCTEXT("Contexts", "SkeletonEditor", "Skeleton Editor"),
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NAME_None,
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FEditorStyle::GetStyleSetName())
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{
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}
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void FSGSkeletonEditorCommands::RegisterCommands()
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{
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if (UpdateSkeletonReferencePose.IsValid())
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{
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UpdateSkeletonReferencePose.Reset();
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}
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UI_COMMAND(UpdateSkeletonReferencePose,
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"Update Skeleton Reference Pose",
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"Update the Skeleton's reference pose based on the current preview mesh",
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EUserInterfaceActionType::Button,
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FInputChord());
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if (CommandList.IsValid())
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{
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CommandList.Reset();
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}
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CommandList = MakeShared<FUICommandList>();
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CommandList->MapAction(UpdateSkeletonReferencePose,
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FExecuteAction::CreateLambda([&]()-> void
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{
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}
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),
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FCanExecuteAction::CreateLambda([&]()-> bool
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{
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return false;
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}
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));
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}
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#undef LOCTEXT_NAMESPACE
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