Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Public/KeyDrawParams.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

43 lines
1.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Math/Color.h"
struct FSlateBrush;
/**
* Structure defining how a key should be drawn
*/
struct FKeyDrawParams
{
FKeyDrawParams()
: BorderBrush(nullptr), FillBrush(nullptr)
, BorderTint(FLinearColor::White), FillTint(FLinearColor::White)
, FillOffset(0.f, 0.f)
{}
friend bool operator==(const FKeyDrawParams& A, const FKeyDrawParams& B)
{
return A.BorderBrush == B.BorderBrush && A.FillBrush == B.FillBrush && A.BorderTint == B.BorderTint && A.FillTint == B.FillTint && A.FillOffset == B.FillOffset;
}
friend bool operator!=(const FKeyDrawParams& A, const FKeyDrawParams& B)
{
return A.BorderBrush != B.BorderBrush || A.FillBrush != B.FillBrush || A.BorderTint != B.BorderTint || A.FillTint != B.FillTint || A.FillOffset != B.FillOffset;
}
/** Brush to use for drawing the key's border */
const FSlateBrush* BorderBrush;
/** Brush to use for drawing the key's filled area */
const FSlateBrush* FillBrush;
/** Tint to be used for the key's border */
FLinearColor BorderTint;
/** Tint to be used for the key's filled area */
FLinearColor FillTint;
/** The amount to offset the fill brush from the keys center */
FVector2D FillOffset;
};