Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerSelectionPreview.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

90 lines
2.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "SequencerSelectionPreview.h"
#include "MovieSceneSection.h"
void FSequencerSelectionPreview::SetSelectionState(FSequencerSelectedKey Key, ESelectionPreviewState InState)
{
if (InState == ESelectionPreviewState::Undefined)
{
DefinedKeyStates.Remove(Key);
}
else
{
DefinedKeyStates.Add(Key, InState);
}
}
void FSequencerSelectionPreview::SetSelectionState(UMovieSceneSection* Section, ESelectionPreviewState InState)
{
if (InState == ESelectionPreviewState::Undefined)
{
DefinedSectionStates.Remove(Section);
}
else
{
DefinedSectionStates.Add(Section, InState);
}
}
void FSequencerSelectionPreview::SetSelectionState(TSharedRef<FSequencerDisplayNode> OutlinerNode, ESelectionPreviewState InState)
{
if (InState == ESelectionPreviewState::Undefined)
{
DefinedOutlinerNodeStates.Remove(OutlinerNode);
}
else
{
DefinedOutlinerNodeStates.Add(OutlinerNode, InState);
}
}
ESelectionPreviewState FSequencerSelectionPreview::GetSelectionState(FSequencerSelectedKey Key) const
{
if (auto* State = DefinedKeyStates.Find(Key))
{
return *State;
}
return ESelectionPreviewState::Undefined;
}
ESelectionPreviewState FSequencerSelectionPreview::GetSelectionState(UMovieSceneSection* Section) const
{
if (auto* State = DefinedSectionStates.Find(Section))
{
return *State;
}
return ESelectionPreviewState::Undefined;
}
ESelectionPreviewState FSequencerSelectionPreview::GetSelectionState(TSharedRef<FSequencerDisplayNode> OutlinerNode) const
{
if (auto* State = DefinedOutlinerNodeStates.Find(OutlinerNode))
{
return *State;
}
return ESelectionPreviewState::Undefined;
}
void FSequencerSelectionPreview::Empty()
{
EmptyDefinedKeyStates();
EmptyDefinedSectionStates();
EmptyDefinedOutlinerNodeStates();
}
void FSequencerSelectionPreview::EmptyDefinedKeyStates()
{
DefinedKeyStates.Reset();
}
void FSequencerSelectionPreview::EmptyDefinedSectionStates()
{
DefinedSectionStates.Reset();
}
void FSequencerSelectionPreview::EmptyDefinedOutlinerNodeStates()
{
DefinedOutlinerNodeStates.Reset();
}