Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerChannelTraits.cpp
Lauren Barnes 6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00

38 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequencerChannelTraits.h"
#include "Styling/AppStyle.h"
#include "CurveModel.h"
namespace Sequencer
{
void DrawKeys(FMovieSceneChannel* Channel, TArrayView<const FKeyHandle> InHandles, const UMovieSceneSection* InOwner, TArrayView<FKeyDrawParams> 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<FCurveModel> CreateCurveEditorModel(const FMovieSceneChannelHandle& ChannelHandle, UMovieSceneSection* OwningSection, TSharedRef<ISequencer> InSequencer)
{
return nullptr;
}
} // namespace Sequencer