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359 lines
11 KiB
C++
359 lines
11 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "SequencerPrivatePCH.h"
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#include "MovieSceneSequence.h"
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#include "MovieSceneSection.h"
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#include "MovieSceneTrack.h"
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#include "SequencerNodeTree.h"
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#include "Sequencer.h"
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#include "ScopedTransaction.h"
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#include "MovieScene.h"
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#include "MovieSceneTrackEditor.h"
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#include "SectionLayoutBuilder.h"
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#include "ISequencerSection.h"
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#include "ISequencerTrackEditor.h"
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void FSequencerNodeTree::Empty()
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{
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RootNodes.Empty();
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ObjectBindingMap.Empty();
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Sequencer.GetSelection().EmptySelectedOutlinerNodes();
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EditorMap.Empty();
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FilteredNodes.Empty();
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}
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void FSequencerNodeTree::Update()
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{
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// @todo Sequencer - This update pass is too aggressive. Some nodes may still be valid
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Empty();
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UMovieScene* MovieScene = Sequencer.GetFocusedMovieSceneSequence()->GetMovieScene();
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TArray< TSharedRef<FSequencerDisplayNode> > NewRootNodes;
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// Get the master tracks so we can get sections from them
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const TArray<UMovieSceneTrack*>& MasterTracks = MovieScene->GetMasterTracks();
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for( UMovieSceneTrack* Track : MasterTracks )
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{
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UMovieSceneTrack& TrackRef = *Track;
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TSharedRef<FTrackNode> SectionNode = MakeShareable( new FTrackNode( TrackRef.GetTrackName(), TrackRef, *FindOrAddTypeEditor(TrackRef), NULL, *this ) );
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NewRootNodes.Add( SectionNode );
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MakeSectionInterfaces( TrackRef, SectionNode );
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}
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const TArray<FMovieSceneBinding>& Bindings = MovieScene->GetBindings();
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TMap<FGuid, const FMovieSceneBinding*> GuidToBindingMap;
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for (const FMovieSceneBinding& Binding : Bindings)
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{
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GuidToBindingMap.Add(Binding.GetObjectGuid(), &Binding);
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}
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// Make nodes for all object bindings
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TArray< TSharedRef<FSequencerDisplayNode> > NewObjectNodes;
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for( const FMovieSceneBinding& Binding : Bindings )
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{
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TSharedRef<FObjectBindingNode> ObjectBindingNode = AddObjectBinding( Binding.GetName(), Binding.GetObjectGuid(), GuidToBindingMap, NewObjectNodes );
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const TArray<UMovieSceneTrack*>& Tracks = Binding.GetTracks();
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for( UMovieSceneTrack* Track : Tracks )
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{
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UMovieSceneTrack& TrackRef = *Track;
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FName SectionName = TrackRef.GetTrackName();
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check( SectionName != NAME_None );
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TSharedRef<FTrackNode> SectionAreaNode = ObjectBindingNode->AddSectionAreaNode( SectionName, TrackRef, *FindOrAddTypeEditor( TrackRef ) );
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MakeSectionInterfaces( TrackRef, SectionAreaNode );
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}
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}
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struct FObjectNodeSorter
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{
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bool operator()( const TSharedRef<FSequencerDisplayNode>& A, const TSharedRef<FSequencerDisplayNode>& B ) const
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{
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if (A->GetType() == ESequencerNode::Object && B->GetType() != ESequencerNode::Object)
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{
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return true;
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}
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if (A->GetType() != ESequencerNode::Object && B->GetType() == ESequencerNode::Object)
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{
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return false;
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}
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if ( A->GetType() == ESequencerNode::Object && B->GetType() == ESequencerNode::Object )
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{
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return A->GetDisplayName().ToString() < B->GetDisplayName().ToString();
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}
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return 0;
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}
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};
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NewObjectNodes.Sort( FObjectNodeSorter() );
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for (TSharedRef<FSequencerDisplayNode> NewObjectNode : NewObjectNodes)
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{
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NewObjectNode->SortChildNodes(FObjectNodeSorter());
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}
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NewRootNodes.Append(NewObjectNodes);
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// Look for a shot track. It will always come first if it exists
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UMovieSceneTrack* ShotTrack = MovieScene->GetShotTrack();
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if( ShotTrack )
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{
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TSharedRef<FTrackNode> SectionNode = MakeShareable( new FTrackNode( ShotTrack->GetTrackName(), *ShotTrack, *FindOrAddTypeEditor( *ShotTrack ), NULL, *this ) );
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// Shot track always comes first
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RootNodes.Add( SectionNode );
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MakeSectionInterfaces( *ShotTrack, SectionNode );
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}
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// Add all other nodes after the shot track
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RootNodes.Append( NewRootNodes );
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// Set up virtual offsets, and expansion states
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float VerticalOffset = 0.f;
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for (auto& Node : RootNodes)
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{
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Node->Traverse_ParentFirst([&](FSequencerDisplayNode& InNode){
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float VerticalTop = VerticalOffset;
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VerticalOffset += InNode.GetNodeHeight() + InNode.GetNodePadding().Combined();
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InNode.Initialize(VerticalTop, VerticalOffset);
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return true;
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});
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}
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// Re-filter the tree after updating
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// @todo Sequencer - Newly added sections may need to be visible even when there is a filter
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FilterNodes( FilterString );
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}
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TSharedRef<ISequencerTrackEditor> FSequencerNodeTree::FindOrAddTypeEditor( UMovieSceneTrack& InTrack )
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{
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TSharedPtr<ISequencerTrackEditor> Editor = EditorMap.FindRef( &InTrack );
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if( !Editor.IsValid() )
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{
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const TArray< TSharedPtr<ISequencerTrackEditor> >& TrackEditors = Sequencer.GetTrackEditors();
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// Get a tool for each track
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// @todo Sequencer - Should probably only need to get this once and it shouldnt be done here. It depends on when movie scene tool modules are loaded
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TSharedPtr<ISequencerTrackEditor> SupportedTool;
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for( int32 EditorIndex = 0; EditorIndex < TrackEditors.Num(); ++EditorIndex )
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{
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if( TrackEditors[EditorIndex]->SupportsType( InTrack.GetClass() ) )
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{
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Editor = TrackEditors[EditorIndex];
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EditorMap.Add( &InTrack, Editor );
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break;
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}
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}
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}
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return Editor.ToSharedRef();
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}
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void FSequencerNodeTree::MakeSectionInterfaces( UMovieSceneTrack& Track, TSharedRef<FTrackNode>& SectionAreaNode )
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{
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const TArray<UMovieSceneSection*>& MovieSceneSections = Track.GetAllSections();
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TSharedRef<ISequencerTrackEditor> Editor = FindOrAddTypeEditor( Track );
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for (int32 SectionIndex = 0; SectionIndex < MovieSceneSections.Num(); ++SectionIndex )
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{
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UMovieSceneSection* SectionObject = MovieSceneSections[SectionIndex];
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TSharedRef<ISequencerSection> Section = Editor->MakeSectionInterface( *SectionObject, Track );
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// Ask the section to generate it's inner layout
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FSectionLayoutBuilder Builder( SectionAreaNode );
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Section->GenerateSectionLayout( Builder );
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SectionAreaNode->AddSection( Section );
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}
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SectionAreaNode->FixRowIndices();
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}
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const TArray< TSharedRef<FSequencerDisplayNode> >& FSequencerNodeTree::GetRootNodes() const
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{
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return RootNodes;
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}
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TSharedRef<FObjectBindingNode> FSequencerNodeTree::AddObjectBinding(const FString& ObjectName, const FGuid& ObjectBinding, TMap<FGuid, const FMovieSceneBinding*>& GuidToBindingMap, TArray< TSharedRef<FSequencerDisplayNode> >& OutNodeList)
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{
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TSharedPtr<FObjectBindingNode> ObjectNode;
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TSharedPtr<FObjectBindingNode>* FoundObjectNode = ObjectBindingMap.Find(ObjectBinding);
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if (FoundObjectNode != nullptr)
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{
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ObjectNode = *FoundObjectNode;
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}
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else
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{
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// The node name is the object guid
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FName ObjectNodeName = *ObjectBinding.ToString();
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// Try to get the parent object node if there is one.
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TSharedPtr<FObjectBindingNode> ParentNode;
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TArray<UObject*> RuntimeObjects;
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UMovieSceneSequence* Animation = Sequencer.GetFocusedMovieSceneSequence();
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UObject* RuntimeObject = Animation->FindObject(ObjectBinding);
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if ( RuntimeObject != nullptr)
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{
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UObject* ParentObject = Animation->GetParentObject(RuntimeObject);
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if (ParentObject != nullptr)
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{
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FGuid ParentBinding = Animation->FindObjectId(*ParentObject);
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TSharedPtr<FObjectBindingNode>* FoundParentNode = ObjectBindingMap.Find( ParentBinding );
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if ( FoundParentNode != nullptr )
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{
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ParentNode = *FoundParentNode;
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}
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else
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{
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const FMovieSceneBinding** FoundParentMovieSceneBinding = GuidToBindingMap.Find( ParentBinding );
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if ( FoundParentMovieSceneBinding != nullptr )
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{
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ParentNode = AddObjectBinding( (*FoundParentMovieSceneBinding)->GetName(), ParentBinding, GuidToBindingMap, OutNodeList );
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}
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}
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}
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}
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// Create the node.
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ObjectNode = MakeShareable( new FObjectBindingNode( ObjectNodeName, ObjectName, ObjectBinding, ParentNode, *this ) );
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if (ParentNode.IsValid())
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{
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ParentNode->AddObjectBindingNode(ObjectNode.ToSharedRef());
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}
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else
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{
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OutNodeList.Add( ObjectNode.ToSharedRef() );
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}
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// Map the guid to the object binding node for fast lookup later
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ObjectBindingMap.Add( ObjectBinding, ObjectNode );
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}
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return ObjectNode.ToSharedRef();
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}
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void FSequencerNodeTree::SaveExpansionState( const FSequencerDisplayNode& Node, bool bExpanded )
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{
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// @todo Sequencer - This should be moved to the sequence level
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UMovieScene* MovieScene = Sequencer.GetFocusedMovieSceneSequence()->GetMovieScene();
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FMovieSceneEditorData& EditorData = MovieScene->GetEditorData();
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EditorData.ExpansionStates.Add( Node.GetPathName(), FMovieSceneExpansionState(bExpanded) );
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}
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bool FSequencerNodeTree::GetSavedExpansionState( const FSequencerDisplayNode& Node ) const
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{
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// @todo Sequencer - This should be moved to the sequence level
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UMovieScene* MovieScene = Sequencer.GetFocusedMovieSceneSequence()->GetMovieScene();
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FMovieSceneEditorData& EditorData = MovieScene->GetEditorData();
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FMovieSceneExpansionState* ExpansionState = EditorData.ExpansionStates.Find( Node.GetPathName() );
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return ExpansionState ? ExpansionState->bExpanded : GetDefaultExpansionState(Node);
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}
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bool FSequencerNodeTree::GetDefaultExpansionState( const FSequencerDisplayNode& Node ) const
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{
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// For now, only object nodes are expanded by default
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return Node.GetType() == ESequencerNode::Object;
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}
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bool FSequencerNodeTree::IsNodeFiltered( const TSharedRef<const FSequencerDisplayNode> Node ) const
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{
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return FilteredNodes.Contains( Node );
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}
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/**
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* Recursively filters nodes
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*
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* @param StartNode The node to start from
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* @param FilterStrings The filter strings which need to be matched
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* @param OutFilteredNodes The list of all filtered nodes
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*/
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static bool FilterNodesRecursive( const TSharedRef<FSequencerDisplayNode>& StartNode, const TArray<FString>& FilterStrings, TSet< TSharedRef< const FSequencerDisplayNode> >& OutFilteredNodes )
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{
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// Assume the filter is acceptable
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bool bFilterAcceptable = true;
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// Check each string in the filter strings list against
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for (int32 TestNameIndex = 0; TestNameIndex < FilterStrings.Num(); ++TestNameIndex)
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{
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const FString& TestName = FilterStrings[TestNameIndex];
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if ( !StartNode->GetDisplayName().ToString().Contains( TestName ) )
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{
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bFilterAcceptable = false;
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break;
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}
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}
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// Whether or the start node is in the filter
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bool bInFilter = false;
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if( bFilterAcceptable )
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{
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// This node is now filtered
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OutFilteredNodes.Add( StartNode );
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bInFilter = true;
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}
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// Check each child node to determine if it is filtered
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const TArray< TSharedRef<FSequencerDisplayNode> >& ChildNodes = StartNode->GetChildNodes();
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for( int32 ChildIndex = 0; ChildIndex < ChildNodes.Num(); ++ChildIndex )
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{
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// Mark the parent as filtered if any child node was filtered
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bFilterAcceptable |= FilterNodesRecursive( ChildNodes[ChildIndex], FilterStrings, OutFilteredNodes );
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if( bFilterAcceptable && !bInFilter )
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{
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OutFilteredNodes.Add( StartNode );
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bInFilter = true;
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}
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}
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return bFilterAcceptable;
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}
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void FSequencerNodeTree::FilterNodes( const FString& InFilter )
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{
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FilteredNodes.Empty();
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if( InFilter.IsEmpty() )
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{
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// No filter
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FilterString.Empty();
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}
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else
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{
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// Build a list of strings that must be matched
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TArray<FString> FilterStrings;
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FilterString = InFilter;
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// Remove whitespace from the front and back of the string
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FilterString.Trim();
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FilterString.TrimTrailing();
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const bool bCullEmpty = true;
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FilterString.ParseIntoArray( FilterStrings, TEXT(" "), bCullEmpty );
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for( auto It = ObjectBindingMap.CreateIterator(); It; ++It )
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{
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// Recursively filter all nodes, matching them against the list of filter strings. All filter strings must be matched
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FilterNodesRecursive( It.Value().ToSharedRef(), FilterStrings, FilteredNodes );
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}
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}
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}
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