// Copyright Epic Games, Inc. All Rights Reserved. #include "SequencerChannelTraits.h" #include "Styling/AppStyle.h" #include "CurveModel.h" namespace Sequencer { void DrawKeys(FMovieSceneChannel* Channel, TArrayView InHandles, const UMovieSceneSection* InOwner, TArrayView OutKeyDrawParams) { // By default just render diamonds for keys FKeyDrawParams DefaultParams; DefaultParams.BorderBrush = DefaultParams.FillBrush = FAppStyle::Get().GetBrush("Sequencer.KeyDiamond"); for (FKeyDrawParams& Param : OutKeyDrawParams) { Param = DefaultParams; } } /* Most channels do nothing*/ void DrawExtra(FMovieSceneChannel* InChannel, const UMovieSceneSection* Owner, const FGeometry& KeyGeometry,FSequencerSectionPainter& Painter) { } bool SupportsCurveEditorModels(const FMovieSceneChannelHandle& ChannelHandle) { return false; } TUniquePtr CreateCurveEditorModel(const FMovieSceneChannelHandle& ChannelHandle, UMovieSceneSection* OwningSection, TSharedRef InSequencer) { return nullptr; } } // namespace Sequencer