Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerSectionLayoutBuilder.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

38 lines
1.2 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SequencerSectionLayoutBuilder.h"
#include "DisplayNodes/SequencerSectionCategoryNode.h"
FSequencerSectionLayoutBuilder::FSequencerSectionLayoutBuilder( TSharedRef<FSequencerTrackNode> InRootNode )
: RootNode( InRootNode )
, CurrentNode( InRootNode )
{}
void FSequencerSectionLayoutBuilder::PushCategory( FName CategoryName, const FText& DisplayLabel )
{
CurrentNode = CurrentNode->AddCategoryNode( CategoryName, DisplayLabel );
}
void FSequencerSectionLayoutBuilder::PopCategory()
{
// Pop a category if the current node is a category
if( CurrentNode->GetParent().IsValid() && CurrentNode->GetType() == ESequencerNode::Category )
{
CurrentNode = CurrentNode->GetParent().ToSharedRef();
}
}
void FSequencerSectionLayoutBuilder::SetSectionAsKeyArea( TSharedRef<IKeyArea> KeyArea )
{
KeyArea->SetName(RootNode->GetNodeName());
RootNode->SetSectionAsKeyArea( KeyArea );
}
void FSequencerSectionLayoutBuilder::AddKeyArea( FName KeyAreaName, const FText& DisplayName, TSharedRef<IKeyArea> KeyArea )
{
KeyArea->SetName(KeyAreaName);
CurrentNode->AddKeyAreaNode( KeyAreaName, DisplayName, KeyArea );
}