Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerSelectedKey.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

117 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequencerSelectedKey.h"
#include "Modules/ModuleManager.h"
#include "IKeyArea.h"
#include "Channels/MovieSceneChannel.h"
#include "ISequencerChannelInterface.h"
FSelectedKeysByChannel::FSelectedKeysByChannel(TArrayView<const FSequencerSelectedKey> InSelectedKeys)
{
TMap<const IKeyArea*, int32> KeyAreaToChannelIndex;
for (int32 Index = 0; Index < InSelectedKeys.Num(); ++Index)
{
FSequencerSelectedKey Key = InSelectedKeys[Index];
const IKeyArea* KeyArea = Key.KeyArea.Get();
if (KeyArea && Key.KeyHandle.IsSet())
{
const int32* ChannelArrayIndex = KeyAreaToChannelIndex.Find(KeyArea);
if (!ChannelArrayIndex)
{
int32 NewIndex = SelectedChannels.Add(FSelectedChannelInfo(Key.KeyArea->GetChannel(), Key.KeyArea->GetOwningSection()));
ChannelArrayIndex = &KeyAreaToChannelIndex.Add(KeyArea, NewIndex);
}
FSelectedChannelInfo& ThisChannelInfo = SelectedChannels[*ChannelArrayIndex];
ThisChannelInfo.KeyHandles.Add(Key.KeyHandle.GetValue());
ThisChannelInfo.OriginalIndices.Add(Index);
}
}
}
void GetKeyTimes(TArrayView<const FSequencerSelectedKey> InSelectedKeys, TArrayView<FFrameNumber> OutTimes)
{
check(InSelectedKeys.Num() == OutTimes.Num());
FSelectedKeysByChannel KeysByChannel(InSelectedKeys);
TArray<FFrameNumber> KeyTimesScratch;
for (const FSelectedChannelInfo& ChannelInfo : KeysByChannel.SelectedChannels)
{
FMovieSceneChannel* Channel = ChannelInfo.Channel.Get();
if (Channel)
{
// Resize the scratch buffer to the correct size
const int32 NumKeys = ChannelInfo.KeyHandles.Num();
KeyTimesScratch.Reset(NumKeys);
KeyTimesScratch.SetNum(NumKeys);
// Populating the key times scratch buffer with the times for these handles
Channel->GetKeyTimes(ChannelInfo.KeyHandles, KeyTimesScratch);
for(int32 Index = 0; Index < KeyTimesScratch.Num(); ++Index)
{
int32 OriginalIndex = ChannelInfo.OriginalIndices[Index];
OutTimes[OriginalIndex] = KeyTimesScratch[Index];
}
}
}
}
void SetKeyTimes(TArrayView<const FSequencerSelectedKey> InSelectedKeys, TArrayView<const FFrameNumber> InTimes)
{
check(InSelectedKeys.Num() == InTimes.Num());
FSelectedKeysByChannel KeysByChannel(InSelectedKeys);
TArray<FFrameNumber> KeyTimesScratch;
for (const FSelectedChannelInfo& ChannelInfo : KeysByChannel.SelectedChannels)
{
FMovieSceneChannel* Channel = ChannelInfo.Channel.Get();
if (Channel)
{
KeyTimesScratch.Reset(ChannelInfo.OriginalIndices.Num());
for (int32 Index : ChannelInfo.OriginalIndices)
{
KeyTimesScratch.Add(InTimes[Index]);
}
Channel->SetKeyTimes(ChannelInfo.KeyHandles, KeyTimesScratch);
}
}
}
void DuplicateKeys(TArrayView<const FSequencerSelectedKey> InSelectedKeys, TArrayView<FKeyHandle> OutNewHandles)
{
check(InSelectedKeys.Num() == OutNewHandles.Num());
FSelectedKeysByChannel KeysByChannel(InSelectedKeys);
TArray<FKeyHandle> KeyHandlesScratch;
for (const FSelectedChannelInfo& ChannelInfo : KeysByChannel.SelectedChannels)
{
FMovieSceneChannel* Channel = ChannelInfo.Channel.Get();
if (Channel)
{
// Resize the scratch buffer to the correct size
const int32 NumKeys = ChannelInfo.KeyHandles.Num();
KeyHandlesScratch.Reset(NumKeys);
KeyHandlesScratch.SetNum(NumKeys);
// Duplicate the keys, populating the handles scratch buffer
Channel->DuplicateKeys(ChannelInfo.KeyHandles, KeyHandlesScratch);
// Copy the duplicated key handles to the output array view
for(int32 Index = 0; Index < KeyHandlesScratch.Num(); ++Index)
{
int32 OriginalIndex = ChannelInfo.OriginalIndices[Index];
OutNewHandles[OriginalIndex] = KeyHandlesScratch[Index];
}
}
}
}