Files
UnrealEngineUWP/Engine/Source/Editor/CurveTableEditor/Private/CurveTableEditorHandle.cpp
Marc Audy ab108c215e Copying to Dev-Main @ CL# 4688301
#rb
#rnx

[CL 4688816 by Marc Audy in Main branch]
2019-01-08 11:38:48 -05:00

59 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "CurveTableEditorHandle.h"
FRealCurve* FCurveTableEditorHandle::GetCurve() const
{
if (CurveTable != nullptr && RowName != NAME_None)
{
return CurveTable.Get()->FindCurve(RowName, TEXT("CurveTableEditorHandle::GetCurve"));
}
return nullptr;
}
TArray<FRichCurveEditInfoConst> FCurveTableEditorHandle::GetCurves() const
{
TArray<FRichCurveEditInfoConst> Curves;
const FRealCurve* Curve = GetCurve();
if (Curve)
{
Curves.Add(FRichCurveEditInfoConst(Curve, RowName));
}
return Curves;
}
TArray<FRichCurveEditInfo> FCurveTableEditorHandle::GetCurves()
{
TArray<FRichCurveEditInfo> Curves;
FRealCurve* Curve = GetCurve();
if (Curve)
{
Curves.Add(FRichCurveEditInfo(Curve, RowName));
}
return Curves;
}
void FCurveTableEditorHandle::ModifyOwner()
{
check(false); // This handle is read only, so cannot be used to modify curves
}
void FCurveTableEditorHandle::MakeTransactional()
{
check(false); // This handle is read only, so cannot be used to modify curves
}
void FCurveTableEditorHandle::OnCurveChanged(const TArray<FRichCurveEditInfo>& ChangedCurveEditInfos)
{
}
bool FCurveTableEditorHandle::IsValidCurve(FRichCurveEditInfo CurveInfo)
{
return CurveInfo.CurveToEdit == GetCurve();
}