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