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Unreal Engine C++ API Reference > Editor > EditorInteractiveToolsFramework
References
Module | EditorInteractiveToolsFramework |
Header | /Engine/Source/Editor/Experimental/EditorInteractiveToolsFramework/Public/InteractiveToolStack.h |
Include | #include "InteractiveToolStack.h" |
Syntax
struct FInteractiveToolStack
Remarks
FInteractiveToolStack represents a bundle of tools that may or may not share the same input chord Should some tools share a chord the most recently used tool will be activated by the chord. If no tools have been activated yet, the chord will go by order added to the stack.
To use tool stacks, simply add a UToolStackContext to your relevant interactive tools context. This can be done by calling 'AddContextObject' to the context object store of your tool context. See: 'UWidgetEditorToolPaletteMode::Enter' as reference.
Variables
Type | Name | Description |
---|---|---|
TArray< TPair< ... | OriginalStack | Original stack ordering |
TArray< TPair< ... | SortedToolStack | Tools contained within this stack along with their input chord, sorted by most recently used |
Functions
Type | Name | Description |
---|---|---|
int32 | AddTool ( const FString& InToolName, const TSharedPtr< FUICommandInfo > ... ) | Add the tool to our internal tool array |
void | AddToolToStack ( UEdMode* EdMode, UEditorInteractiveToolsContext*..., TSharedPtr< FUICommandInfo > UIComm..., FString ToolStackIdentifier, FString ToolIdentifier, UInteractiveToolBuilder* Build... ) | Helper method to add tools to stacks |
const FStrin... | GetLastActiveTool () | Get most recently activated tool within this stack |
const FStrin... | GetLastActiveToolByChord ( const FInputChord& InInputChord ) | Get Tool that should be activated for the given input chord |
const FText ... | GetLastActiveToolDescription () | Get most recently activated tool's description within this stack |
const FSlate... | GetLastActiveToolIcon () | Get most recently activated tool's icon within this stack |
const FText ... | GetLastActiveToolLabel () | Get most recently activated tool's label within this stack |
const TArray... | GetStack () | Get the original tool stack |
void | NotifyToolActivated ( const FString& InToolName ) | Signal that a tool was activated increasing its priority in the toolstack for future chord inputs |
void | RegisterToolStack ( UEdMode* EdMode, UEditorInteractiveToolsContext*..., TSharedPtr< FUICommandInfo > UIComm..., FString ToolStackIdentifier ) | Helper method to generate tool stacks |