/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2023 SenseGlove * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * @section DESCRIPTION * * */ #include "SGEditor/SGSkeletonEditorCommands.h" #include "Framework/Notifications/NotificationManager.h" #include "Widgets/Notifications/SNotificationList.h" #define LOCTEXT_NAMESPACE "SkeletonEditorCommands" FSGSkeletonEditorCommands::FSGSkeletonEditorCommands() : TCommands( TEXT("SGSkeletonEditor"), NSLOCTEXT("Contexts", "SGSkeletonEditor", "SenseGlove Skeleton Editor"), NAME_None, #if ENGINE_MAJOR_VERSION >= 5 FAppStyle::GetAppStyleSetName() #else FEditorStyle::GetStyleSetName() #endif /* ENGINE_MAJOR_VERSION >= 5 */ ) { } FSGSkeletonEditorCommands::~FSGSkeletonEditorCommands() = default; void FSGSkeletonEditorCommands::RegisterCommands() { if (UpdateSkeletonReferencePose.IsValid()) { UpdateSkeletonReferencePose.Reset(); } UI_COMMAND(UpdateSkeletonReferencePose, "Update Skeleton Reference Pose", "Update the Skeleton's reference pose based on the current preview mesh", EUserInterfaceActionType::Button, FInputChord()); if (CommandList.IsValid()) { CommandList.Reset(); } CommandList = MakeShared(); CommandList->MapAction(UpdateSkeletonReferencePose, FExecuteAction::CreateLambda([&]()-> void { FMessageDialog::Open(EAppMsgType::Ok, FText::FromString( FString( "In order to apply the current skeleton pose as the default" " reference pose permanently, first right click on the Skeleton asset in" " the content browser, then choose Update Skeleton Reference Pose from" " the context menu. Finally, if you wish the changes to persist, save" " the asset."))); } ), FCanExecuteAction::CreateLambda([&]()-> bool { return true; } )); } #undef LOCTEXT_NAMESPACE