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Removed redundant private include paths from build.cs files. Fixed include paths to be relative to the private or public folders. Hid or removed includes that reached into other private module folders. Updated PublicInclude paths when necessary. #jira #preflight 631e283bec5b0c765fc0ffdb [CL 21960084 by bryan sefcik in ue5-main branch]
72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SSequenceEditor.h"
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#include "Animation/AnimSequence.h"
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#include "SAnimNotifyPanel.h"
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#include "AnimPreviewInstance.h"
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#include "Editor.h"
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#include "AnimTimeline/AnimModel_AnimSequenceBase.h"
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#include "AnimTimeline/SAnimTimeline.h"
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#define LOCTEXT_NAMESPACE "AnimSequenceEditor"
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//////////////////////////////////////////////////////////////////////////
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// SSequenceEditor
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void SSequenceEditor::Construct(const FArguments& InArgs, TSharedRef<class IPersonaPreviewScene> InPreviewScene, TSharedRef<class IEditableSkeleton> InEditableSkeleton, const TSharedRef<FUICommandList>& InCommandList)
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{
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SequenceObj = InArgs._Sequence;
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check(SequenceObj);
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PreviewScenePtr = InPreviewScene;
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AnimModel = MakeShared<FAnimModel_AnimSequenceBase>(InPreviewScene, InEditableSkeleton, InCommandList, SequenceObj);
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AnimModel->OnEditCurves = FOnEditCurves::CreateLambda([this, InOnEditCurves = InArgs._OnEditCurves](UAnimSequenceBase* InAnimSequence, const TArray<IAnimationEditor::FCurveEditInfo>& InCurveInfo, const TSharedPtr<ITimeSliderController>& InExternalTimeSliderController)
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{
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InOnEditCurves.ExecuteIfBound(InAnimSequence, InCurveInfo, TimelineWidget->GetTimeSliderController());
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});
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AnimModel->OnSelectObjects = FOnObjectsSelected::CreateSP(this, &SAnimEditorBase::OnSelectionChanged);
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AnimModel->OnInvokeTab = InArgs._OnInvokeTab;
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AnimModel->Initialize();
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SAnimEditorBase::Construct( SAnimEditorBase::FArguments()
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.OnObjectsSelected(InArgs._OnObjectsSelected)
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.AnimModel(AnimModel),
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InPreviewScene);
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if(GEditor)
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{
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GEditor->RegisterForUndo(this);
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}
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}
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SSequenceEditor::~SSequenceEditor()
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{
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if(GEditor)
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{
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GEditor->UnregisterForUndo(this);
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}
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}
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void SSequenceEditor::PostUndo( bool bSuccess )
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{
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PostUndoRedo();
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}
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void SSequenceEditor::PostRedo( bool bSuccess )
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{
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PostUndoRedo();
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}
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void SSequenceEditor::PostUndoRedo()
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{
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GetPreviewScene()->SetPreviewAnimationAsset(SequenceObj);
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AnimModel->RefreshTracks();
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}
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#undef LOCTEXT_NAMESPACE
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