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<FTestMenuCommands>
{
public:
	FTestMenuCommands()
		: TCommands<FTestMenuCommands>(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<class FUICommandList> 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<FLevelEditorModule>("LevelEditor"); 
FMenuBuilder
FMenuBarBuilder主要用于菜单的扩展
TSharedPtr<FExtender> 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<FExtender> 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<FExtender> 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<SWidget> 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<SWidget>,
	FOnGetContent
)
AddComboButton( const FUIAction& InAction, const FOnGetContent& InMenuContentGenerator, const TAttribute<FText>& InLabelOverride, const TAttribute<FText>& InToolTipOverride, const TAttribute<FSlateIcon>& 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
                  
                  
                  
                  
                            
本文详细介绍了在UE4中如何自定义菜单和工具栏,包括使用TCommands、FUICommandInfo、FUICommandList注册菜单命令,利用FMenuBuilder、FMenuBarBuilder、FToolBarBuilder扩展菜单和工具栏,以及通过FExtend进行系统菜单栏的扩展。
          

      
          
                
                
                
                
              
                
                
                
                
                
              
                
                
              
            
                  
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