(UE4 4.21 ) UE4给编辑器添加菜单栏(Menu),工具栏(TooBar),Tab窗口

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(UE4 4.21 ) UE4给编辑器添加菜单栏(Menu),工具栏(TooBar),Tab窗口

2023-12-25 06:57| 来源: 网络整理| 查看: 265

前言

在UE4中存在大量的菜单栏和工具栏。如下面所示

          

本质上上面都是菜单栏和工具栏。

 

菜单(Menu)的扩展点(ExtendPoints)

在Edit->Editor Preferences->Miscellaneous->Display UI ExtendsionPoints勾选,开始显示引擎编辑器的UI扩展点功能

这些绿色的扩展点主要是用于菜单按钮和工具按钮的排序的,添加一个绿色的扩展点统管N个菜单按钮,如果你可以自定义自己的UI扩展点,并将自己的扩展点下的菜单按钮安插在某个扩展点之后。也就是UI扩展点是用于布局菜单栏和工具栏的顺序的。如果开发菜单和工具栏,最好在编辑器打开 “Display UI ExtendsionPoints” 这个辅助功能。

 

TCommands,FUICommandInfo,FUICommandList

本质上来说我们的菜单按钮和工具按钮其实也是一个按钮,点击菜单按钮执行的事件和“SButton的OnClick”可以看作是一样的。(PS: 看源码可以知道菜单按钮也是封装的SButton) 不过UE4为了别的目的,菜单按钮执行的事件绑定用了Commands命令绑定的方式。

FUICommandInfo

命令信息,用于绑定菜单执行的事件(Delegate)

 

TCommands

命令集合,用于声明各种FUICommandInfo和注册FUICommandInfo

class FTestMenuCommands : public TCommands { public: FTestMenuCommands() : TCommands(TEXT("TestMenu"), NSLOCTEXT("Contexts", "TestMenu", "TestMenu Plugin"), NAME_None, FTestMenuStyle::GetStyleSetName()) { } // TCommands interface virtual void RegisterCommands() override; public: TSharedPtr< FUICommandInfo > PluginAction; TSharedPtr< FUICommandInfo > TestAction; };

在RegisterCommands函数中利用 UI_COMMAND进行命令的注册

void FTestMenuCommands::RegisterCommands() { UI_COMMAND(PluginAction, "TestMenu", "Execute TestMenu action", EUserInterfaceActionType::Button, FInputGesture()); UI_COMMAND(TestAction, "aaa", "Execute aaa", EUserInterfaceActionType::Button, FInputGesture()); }

其中的FInputGesture可以于键盘Key绑定,比如直接按住“Delete”键触发菜单按钮事件。

FInputGesture(EKeys::Delete)

在每个模块开始得手动注册命令

FTestMenuCommands::Register(); FUICommandList

FUICommandList是命令队列,每个FUICommandInfo绑定委托都得通过FUICommandList的MapAction接口来

//初始化FUICommandList TSharedPtr PluginCommands; PluginCommands = MakeShareable(new FUICommandList); //绑定动作 PluginCommands->MapAction( FTestMenuCommands::Get().PluginAction, FExecuteAction::CreateRaw(this, &FTestMenuModule::PluginButtonClicked), FCanExecuteAction()); void FTestMenuModule::TestClicked() { FMessageDialog::Open(EAppMsgType::Ok, FText::FromString("1111111111111112222222")); }

这里的FUICommandList的存在很多个重载的MapAction,不过都得由传入执行事件的委托变量FExecuteAction

/** Defines FExecuteAction delegate interface */ DECLARE_DELEGATE(FExecuteAction); void FUICommandList::MapAction( const TSharedPtr< const FUICommandInfo > InUICommandInfo, FExecuteAction ExecuteAction, FCanExecuteAction CanExecuteAction, EUIActionRepeatMode RepeatMode )

像上面的话我们就为一个命令(FUICommandInfo)绑定了执行事件

 

FExtend扩展

扩展引擎编辑器的系统菜单栏,主要添加的控件由三种:FMenuBuilder, FMenuBarBuilder,FToolBarBuilder

并且都是FExtend来扩展,FExtend提供了AddMenuExtension来扩展Menu,AddMenuBarExtension扩展MenuBar, AddToolBarExtension扩展ToolBar.  FExtend最后都在FLevelEditorModule中管理

FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked("LevelEditor");   FMenuBuilder

FMenuBarBuilder主要用于菜单的扩展

TSharedPtr MenuExtender = MakeShareable(new FExtender()); MenuExtender->AddMenuExtension("WindowLayout", EExtensionHook::After, PluginCommands, FMenuExtensionDelegate::CreateRaw(this, &FTestMenuModule::AddMenuExtension)); LevelEditorModule.GetMenuExtensibilityManager()->AddExtender(MenuExtender); void FTestMenuModule::AddMenuExtension(FMenuBuilder& Builder) { Builder.AddMenuEntry(FTestMenuCommands::Get().PluginAction); Builder.AddMenuEntry(FTestMenuCommands::Get().PluginAction); Builder.AddSubMenu(FText::FromString("MyTestLevel"), FText::FromString("MyTestLevel"), FNewMenuDelegate::CreateRaw(this, &FTestMenuModule::AddMenuSubMenu), false); } void FTestMenuModule::AddMenuSubMenu(FMenuBuilder& Builder) { Builder.AddMenuEntry(FTestMenuCommands::Get().TestAction); Builder.AddMenuSeparator(); Builder.AddMenuEntry(FTestMenuCommands::Get().TestAction); Builder.AddSearchWidget(); Builder.AddWrapperSubMenu(FText::FromString("Test"), FText::FromString("MyTest"), FOnGetContent::CreateRaw(this, &FTestMenuModule::GetWapperSubMenuContent), FSlateIcon()); }

(1)

AddMenuExtension( FName ExtensionHook, EExtensionHook::Position HookPosition, const TSharedPtr< FUICommandList >& CommandList, const FMenuExtensionDelegate& MenuExtensionDelegate )

ExtensionHook就是上面图中的绿色显示的UI扩展点,用于定位我们添加的菜单控件的位置是相对于哪个扩展点,相对位置指定:

​ /** Where in relation to an extension hook should you apply your extension */ namespace EExtensionHook { enum Position { /** Inserts the extension before the element or section. */ Before, /** Inserts the extension after the element or section. */ After, /** Sections only. Inserts the extension at the beginning of the section. */ First, }; } ​

(2)这里BeginSection和EndSection是自定义UI扩展点的范围.

(3)在FMenuExtensionDelegate中可以继续扩展新的菜单,可以看作是嵌套。FMenuBuilder提供了AddMenuEntry(菜单项)和AddSubMenu(添加子菜单)可以继续嵌套式扩展菜单栏。

效果:

FMenuBarBuilder

FMenuBarBuilder主要用于主菜单的扩展

 

在这主菜单添加新的菜单,

TSharedPtr MenuBarExtend = MakeShareable(new FExtender()); MenuBarExtend->AddMenuBarExtension("Help", EExtensionHook::After, PluginCommands, FMenuBarExtensionDelegate::CreateRaw(this, &FTestMenuModule::AdddMenuBarExtend)); LevelEditorModule.GetMenuExtensibilityManager()->AddExtender(MenuBarExtend); void FTestMenuModule::AdddMenuBarExtend(FMenuBarBuilder& Builder) { Builder.AddPullDownMenu(FText::FromString("Test"), FText::FromString("MyTest"), FNewMenuDelegate::CreateRaw(this, &FTestMenuModule::AddPullDownMenu)); } AddMenuBarExtension( FName ExtensionHook, EExtensionHook::Position HookPosition, const TSharedPtr< FUICommandList >& CommandList, const FMenuBarExtensionDelegate& MenuBarExtensionDelegate

后面添加的菜单可以继续通过绑定的委托FMenuBarExtensionDelegate扩展, 如果你希望继续扩展这个菜单栏,就继续在委托里继续利用FMenuBarBuilder的AdddMenuBarExtend等接口往下嵌套

void FTestMenuModule::AdddMenuBarExtend(FMenuBarBuilder& Builder) { Builder.AddPullDownMenu(FText::FromString("Test"), FText::FromString("MyTest"), FNewMenuDelegate::CreateRaw(this, &FTestMenuModule::AddPullDownMenu)); } void FTestMenuModule::AddPullDownMenu(FMenuBuilder& Builder) { Builder.BeginSection(FName("TestEditor")); Builder.AddMenuEntry(FTestMenuCommands::Get().TestAction); Builder.EndSection(); }

 

效果:

 

FToolBarBuilder

FToolBarBuilder扩展工具栏

和前面差不多

TSharedPtr ToolbarExtender = MakeShareable(new FExtender); ToolbarExtender->AddToolBarExtension("Settings", EExtensionHook::After, PluginCommands, FToolBarExtensionDelegate::CreateRaw(this, &FTestMenuModule::AddToolbarExtension)); LevelEditorModule.GetToolBarExtensibilityManager()->AddExtender(ToolbarExtender); void FTestMenuModule::AddToolbarExtension(FToolBarBuilder& Builder) { Builder.AddToolBarButton(FTestMenuCommands::Get().PluginAction); Builder.AddToolBarButton(FTestMenuCommands::Get().PluginAction); Builder.AddComboButton(FUIAction(), FOnGetContent::CreateRaw(this, &FTestMenuModule::GetComboConent), FText::FromString("aaaadd")); }  

(1)AddToolBarButton添加工具按钮

(2)AddComboButton添加下拉连续按钮,可以通过FOnGetContent委托任意填充下拉按钮内容,只要是Sidget就行。

不过经常是填充FMenuBuilder建立的内容,像UE4的地形编辑器的各种ToolMode就是这样构造。

TSharedRef FTestMenuModule::GetComboConent() { FMenuBuilder MenuBuilder(true, PluginCommands); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); return MenuBuilder.MakeWidget(); } DECLARE_DELEGATE_RetVal( /** return a widget */ TSharedRef, FOnGetContent ) AddComboButton( const FUIAction& InAction, const FOnGetContent& InMenuContentGenerator, const TAttribute& InLabelOverride, const TAttribute& InToolTipOverride, const TAttribute& InIconOverride, bool bInSimpleComboBox, FName InTutorialHighlightName )

效果:

FMenuBuilder, FMenuBarBuilder,FToolBarBuilder公共接口

其实FMenuBuilder, FMenuBarBuilder,FToolBarBuilder都是继承于FMultiBoxBuilder,部分公用接口挺有用的

MakeWidget转为SCompoundWidget

我们可以单独的建立菜单栏和工具栏,用MakeWidget转为Swidget对象,然后我们的菜单栏和工具栏就可以在Slate中的进行嵌套了,在UE4编辑器开发中经常会见到这样的开发技巧,如

FMenuBuilder MenuBuilder(true, PluginCommands); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); MenuBuilder.AddMenuEntry(FTestMenuCommands::Get().TestAction); SNew(SHorizontalBox) + SHorizontalBox::Slot() [ MenuBuilder.MakeWidget() ] Tab窗口

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参考资料

[1]. UE4地形编辑器源码:SLandscapeEditor.h, LandscapeEditorDetails.cpp,SLandscapeEditor.cpp

[2].https://docs.unrealengine.com/zh-CN/Programming/Slate/Overview/index.html

 

 



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