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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Public/MiniCurveEditor.h

50 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Toolkits/AssetEditorManager.h"
class UNREALED_API SMiniCurveEditor : public SCompoundWidget,public IAssetEditorInstance
{
public:
SLATE_BEGIN_ARGS( SMiniCurveEditor )
: _CurveOwner(nullptr)
, _OwnerObject(nullptr)
{}
SLATE_ARGUMENT( FCurveOwnerInterface*, CurveOwner )
SLATE_ARGUMENT( UObject*, OwnerObject )
SLATE_ARGUMENT( TWeakPtr<SWindow>, ParentWindow )
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
virtual ~SMiniCurveEditor();
// IAssetEditorInstance interface
virtual FName GetEditorName() const override;
virtual void FocusWindow(UObject* ObjectToFocusOn) override;
virtual bool CloseWindow() override;
virtual bool IsPrimaryEditor() const override { return true; };
virtual void InvokeTab(const struct FTabId& TabId) override {}
virtual TSharedPtr<class FTabManager> GetAssociatedTabManager() override;
virtual double GetLastActivationTime() override;
private:
float ViewMinInput;
float ViewMaxInput;
TSharedPtr<class SCurveEditor> TrackWidget;
float GetViewMinInput() const { return ViewMinInput; }
float GetViewMaxInput() const { return ViewMaxInput; }
/** Return length of timeline */
float GetTimelineLength() const;
void SetInputViewRange(float InViewMinInput, float InViewMaxInput);
protected:
TWeakPtr<SWindow> WidgetWindow;
};