Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/DisplayNodes/SequencerSectionKeyAreaNode.cpp
Andrew Grant 9d58a141e9 Copying //UE4/Orion-Staging to Dev-Main (Originates from //Orion/Main @ CL-2759376)
#lockdown Nick.Penwarden

[CL 2759916 by Andrew Grant in Main branch]
2015-11-09 19:35:15 -05:00

72 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "SequencerPrivatePCH.h"
#include "IKeyArea.h"
#include "Sequencer.h"
/* FSectionKeyAreaNode interface
*****************************************************************************/
void FSequencerSectionKeyAreaNode::AddKeyArea(TSharedRef<IKeyArea> KeyArea)
{
KeyAreas.Add(KeyArea);
}
/* FSequencerDisplayNode interface
*****************************************************************************/
bool FSequencerSectionKeyAreaNode::CanRenameNode() const
{
return false;
}
TSharedRef<SWidget> FSequencerSectionKeyAreaNode::GenerateEditWidgetForOutliner()
{
// @todo sequencer: support multiple sections/key areas?
TArray<TSharedRef<IKeyArea>> AllKeyAreas = GetAllKeyAreas();
if (AllKeyAreas.Num() > 0)
{
if (AllKeyAreas[0]->CanCreateKeyEditor())
{
return AllKeyAreas[0]->CreateKeyEditor(&GetSequencer());
}
}
return FSequencerDisplayNode::GenerateEditWidgetForOutliner();
}
FText FSequencerSectionKeyAreaNode::GetDisplayName() const
{
return DisplayName;
}
float FSequencerSectionKeyAreaNode::GetNodeHeight() const
{
//@todo sequencer: should be defined by the key area probably
return SequencerLayoutConstants::KeyAreaHeight;
}
FNodePadding FSequencerSectionKeyAreaNode::GetNodePadding() const
{
return FNodePadding(0.f, 1.f);
}
ESequencerNode::Type FSequencerSectionKeyAreaNode::GetType() const
{
return ESequencerNode::KeyArea;
}
void FSequencerSectionKeyAreaNode::SetDisplayName(const FText& NewDisplayName)
{
check(false);
}