Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/MiniCurveEditor.cpp

90 lines
1.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
#include "MiniCurveEditor.h"
#include "SCurveEditor.h"
void SMiniCurveEditor::Construct(const FArguments& InArgs)
{
ViewMinInput=0.f;
ViewMaxInput=5.f;
this->ChildSlot
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush("ToolPanel.GroupBorder") )
.Padding(0.0f)
[
SAssignNew(TrackWidget, SCurveEditor)
.ViewMinInput(this, &SMiniCurveEditor::GetViewMinInput)
.ViewMaxInput(this, &SMiniCurveEditor::GetViewMaxInput)
.TimelineLength(this, &SMiniCurveEditor::GetTimelineLength)
.OnSetInputViewRange(this, &SMiniCurveEditor::SetInputViewRange)
.HideUI(false)
.AlwaysDisplayColorCurves(true)
]
];
check(TrackWidget.IsValid());
TrackWidget->SetCurveOwner(InArgs._CurveOwner);
WidgetWindow = InArgs._ParentWindow;
FAssetEditorManager::Get().NotifyAssetOpened(InArgs._OwnerObject, this);
}
SMiniCurveEditor::~SMiniCurveEditor()
{
FAssetEditorManager::Get().NotifyEditorClosed(this);
}
float SMiniCurveEditor::GetTimelineLength() const
{
return 0.f;
}
void SMiniCurveEditor::SetInputViewRange(float InViewMinInput, float InViewMaxInput)
{
ViewMaxInput = InViewMaxInput;
ViewMinInput = InViewMinInput;
}
FName SMiniCurveEditor::GetEditorName() const
{
return FName("MiniCurveEditor");
}
void SMiniCurveEditor::FocusWindow(UObject* ObjectToFocusOn)
{
if(WidgetWindow.IsValid())
{
//WidgetWindow.Pin()->ShowWindow();
WidgetWindow.Pin()->BringToFront(true);
}
}
bool SMiniCurveEditor::CloseWindow()
{
if(WidgetWindow.IsValid())
{
WidgetWindow.Pin()->RequestDestroyWindow();
}
return true;
}
TSharedPtr<class FTabManager> SMiniCurveEditor::GetAssociatedTabManager()
{
//@TODO: This editor should probably derive from FAssetEditorToolkit instead!
return TSharedPtr<class FTabManager>();
}
double SMiniCurveEditor::GetLastActivationTime()
{
//@TODO: This editor should probably derive from FAssetEditorToolkit instead!
return 0.0;
}