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========================== MAJOR FEATURES + CHANGES ========================== Change 2800717 on 2015/12/11 by Max.Chen Sequencer: Sort the key times for drawing to fix path trajectory. #jira UE-24331 Change 2803299 on 2015/12/15 by Max.Chen Sequencer: Fix property names so that they're the display names. For example, "DepthOfFieldFStop" now reads as "Aperture F Stop" Change 2804586 on 2015/12/15 by Max.Chen Sequencer: Add zoom in/out with shortcuts underscore and equals. Change 2811823 on 2015/12/23 by Max.Preussner Editor: Added UI action for creating new content browser folders; code cleanup; removed dead code Based on GitHub PR #1809 by artemavrin (https://github.com/EpicGames/UnrealEngine/pull/1809) #github: 1809 Change 2811839 on 2015/12/23 by Max.Preussner StereoPanorama: Code cleanup pass Based on GitHub PR# 1756 by ETayrienHBO (https://github.com/EpicGames/UnrealEngine/pull/1756) Also: - NULL to nullptr - namespaced enums to enum classes - consistent whitespace, line breaks and parentheses #github: 1756 Change 2819172 on 2016/01/07 by Andrew.Rodham Sequencer: Marquee and move modes are now automatically activated based on sequencer hotspot Change 2819176 on 2016/01/07 by Andrew.Rodham Sequencer: Various cosmetic fixes - Added icons to tracks - Removed SAnimationOutlinerTreeNode dependency from FSequencerDisplayNode (to enable future customization of shot/event track etc) - Added spacer nodes between top level display nodes - Various hover states and highlights Change 2819445 on 2016/01/07 by Andrew.Rodham Sequencer: Rendering out a capture from the composition graph now renders at the correct size even if r.ScreenPercentage is not 100. #jira UE-24920 Change 2820747 on 2016/01/08 by Andrew.Rodham Sequencer: Added option to close the editor when capturing starts #jira UE-21932 Change 2827701 on 2016/01/13 by Max.Preussner Media: Updating audio track specs each frame to better support streaming media and variable streams. Change 2828465 on 2016/01/14 by Max.Preussner Media: Better visualization of unknown media durations Change 2828469 on 2016/01/14 by Max.Preussner Media: Checking URL scheme on URLs that didn't pass the file extension filter Change 2834888 on 2016/01/19 by Max.Preussner Core: TQueue modernization pass Change 2834934 on 2016/01/19 by Max.Preussner Core: Implemented TTripleBuffer for triple buffers. Change 2834950 on 2016/01/19 by Max.Preussner Core: Added unit tests for TTripleBuffer dirty flag Change 2835488 on 2016/01/20 by Max.Preussner Core: More descriptive method names, initialization constructor, unit tests for TTripleBuffer Change 2837515 on 2016/01/20 by Max.Chen Sequencer: Command line options for custom passes. Change 2837517 on 2016/01/20 by Max.Chen Sequencer: Fix crash in visibility track instance on PIE. Change 2837518 on 2016/01/20 by Max.Chen Sequencer: Add option to lock to frame rate while playing. #jira UETOOL-475 Change 2837523 on 2016/01/20 by Max.Chen Sequencer: Capture thumbnail on level sequence asset save. Change 2837527 on 2016/01/20 by Max.Chen Sequencer: Added preroll for subsequences. Refactor instance update to combine data in EMovieSceneUpdateData. #jira UE-25380 Change 2837537 on 2016/01/20 by Max.Chen Sequencer: Add sequencer transport controls back into viewports. #jira UE-25460 Change 2837561 on 2016/01/20 by Max.Chen Sequencer: Added ability to convert a possessable to a spawnable - This option is available for any root-level possessable object bindings - It will currently delete the existing possessable (we could make this behaviour optional in future) - There is currently no check to sett if the actor is possessed by subsequent sub-sequences. If this is the case, using a possessable, or externally owned spawnable would be a better bet. Change 2837565 on 2016/01/20 by Max.Chen [CL 2858958 by Max Chen in Main branch]
96 lines
1.9 KiB
C++
96 lines
1.9 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "SequencerPrivatePCH.h"
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#include "IKeyArea.h"
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#include "Sequencer.h"
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#include "SKeyNavigationButtons.h"
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/* FSectionKeyAreaNode interface
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*****************************************************************************/
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void FSequencerSectionKeyAreaNode::AddKeyArea(TSharedRef<IKeyArea> KeyArea)
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{
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KeyAreas.Add(KeyArea);
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}
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/* FSequencerDisplayNode interface
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*****************************************************************************/
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bool FSequencerSectionKeyAreaNode::CanRenameNode() const
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{
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return false;
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}
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TSharedRef<SWidget> FSequencerSectionKeyAreaNode::GetCustomOutlinerContent()
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{
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// @todo sequencer: support multiple sections/key areas?
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TArray<TSharedRef<IKeyArea>> AllKeyAreas = GetAllKeyAreas();
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if (AllKeyAreas.Num() > 0)
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{
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if (AllKeyAreas[0]->CanCreateKeyEditor())
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{
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return SNew(SBox)
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.HAlign(HAlign_Right)
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.VAlign(VAlign_Center)
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[
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SNew(SBox)
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.WidthOverride(100)
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.HAlign(HAlign_Left)
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[
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AllKeyAreas[0]->CreateKeyEditor(&GetSequencer())
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]
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]
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+ SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Center)
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[
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SNew(SKeyNavigationButtons, AsShared())
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]
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];
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}
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}
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return FSequencerDisplayNode::GetCustomOutlinerContent();
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}
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FText FSequencerSectionKeyAreaNode::GetDisplayName() const
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{
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return DisplayName;
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}
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float FSequencerSectionKeyAreaNode::GetNodeHeight() const
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{
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//@todo sequencer: should be defined by the key area probably
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return SequencerLayoutConstants::KeyAreaHeight;
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}
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FNodePadding FSequencerSectionKeyAreaNode::GetNodePadding() const
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{
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return FNodePadding(0.f, 1.f);
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}
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ESequencerNode::Type FSequencerSectionKeyAreaNode::GetType() const
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{
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return ESequencerNode::KeyArea;
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}
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void FSequencerSectionKeyAreaNode::SetDisplayName(const FText& NewDisplayName)
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{
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check(false);
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}
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