Files
UnrealEngineUWP/Engine/Source/Developer/MovieSceneTools/Private/AnimationTrackEditor.h
2014-06-18 14:57:34 -04:00

65 lines
2.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* Tools for animation tracks
*/
class FAnimationTrackEditor : public FMovieSceneTrackEditor
{
public:
/**
* Constructor
*
* @param InSequencer The sequencer instance to be used by this tool
*/
FAnimationTrackEditor( TSharedRef<ISequencer> InSequencer );
~FAnimationTrackEditor();
/**
* Creates an instance of this class. Called by a sequencer
*
* @param OwningSequencer The sequencer instance to be used by this tool
* @return The new instance of this class
*/
static TSharedRef<FMovieSceneTrackEditor> CreateTrackEditor( TSharedRef<ISequencer> OwningSequencer );
/** FMovieSceneTrackEditor Interface */
virtual bool SupportsType( TSubclassOf<UMovieSceneTrack> Type ) const override;
virtual TSharedRef<ISequencerSection> MakeSectionInterface( UMovieSceneSection& SectionObject, UMovieSceneTrack* Track ) override;
virtual void AddKey(const FGuid& ObjectGuid, UObject* AdditionalAsset) override;
virtual bool HandleAssetAdded(UObject* Asset, const FGuid& TargetObjectGuid) override;
virtual void BuildObjectBindingContextMenu(FMenuBuilder& MenuBuilder, const FGuid& ObjectBinding, const UClass* ObjectClass) override;
private:
/** Delegate for AnimatablePropertyChanged in AddKey */
void AddKeyInternal(float KeyTime, const TArray<UObject*> Objects, class UAnimSequence* AnimSequence);
/** Gets a skeleton from an object guid in the movie scene */
class USkeleton* AcquireSkeletonFromObjectGuid(const FGuid& Guid);
};
/** Class for animation sections, handles drawing of all waveform previews */
class FAnimationSection : public ISequencerSection, public TSharedFromThis<FAnimationSection>
{
public:
FAnimationSection( UMovieSceneSection& InSection );
~FAnimationSection();
/** ISequencerSection interface */
virtual UMovieSceneSection* GetSectionObject() override;
virtual FText GetDisplayName() const override;
virtual FText GetSectionTitle() const override;
virtual float GetSectionHeight() const override;
virtual void GenerateSectionLayout( class ISectionLayoutBuilder& LayoutBuilder ) const override {}
virtual int32 OnPaintSection( const FGeometry& AllottedGeometry, const FSlateRect& SectionClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, bool bParentEnabled ) const override;
virtual void Tick( const FGeometry& AllottedGeometry, const FGeometry& ParentGeometry, const double InCurrentTime, const float InDeltaTime ) override;
private:
/** The section we are visualizing */
UMovieSceneSection& Section;
};