Files
UnrealEngineUWP/Engine/Source/Editor/Sequencer/Private/SequencerSectionPainter.cpp
christopher waters 99ec480304 Cleaning up dependencies with select heavy-hitter headers in MovieScene and addressing the fallout from that.
MovieScene was targeted as its headers were at the top of profiling ShooterGame builds.
Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s

#jira none
#rb josh.adams
#preflight 624c97a63661c8f04a191889

[CL 19634779 by christopher waters in ue5-main branch]
2022-04-05 18:58:45 -04:00

42 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequencerSectionPainter.h"
#include "MovieSceneSection.h"
#include "MovieSceneTrack.h"
FSequencerSectionPainter::FSequencerSectionPainter(FSlateWindowElementList& OutDrawElements, const FGeometry& InSectionGeometry, UMovieSceneSection& InSection)
: Section(InSection)
, DrawElements(OutDrawElements)
, SectionGeometry(InSectionGeometry)
, LayerId(0)
, bParentEnabled(true)
, bIsHighlighted(false)
, bIsSelected(false)
, GhostAlpha(1.f)
{
}
FSequencerSectionPainter::~FSequencerSectionPainter()
{
}
int32 FSequencerSectionPainter::PaintSectionBackground()
{
return PaintSectionBackground(GetTrack()->GetColorTint());
}
UMovieSceneTrack* FSequencerSectionPainter::GetTrack() const
{
return Section.GetTypedOuter<UMovieSceneTrack>();
}
FLinearColor FSequencerSectionPainter::BlendColor(FLinearColor InColor)
{
static FLinearColor BaseColor(FColor(71,71,71));
const float Alpha = InColor.A;
InColor.A = 1.f;
return BaseColor * (1.f - Alpha) + InColor * Alpha;
}