// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "ISequencerSection.h" #include "Templates/SharedPointer.h" class FMenuBuilder; class FName; class ISequencer; class UMovieSceneSection; struct FGuid; /** * An implementation of transform property sections. */ class FTransformSection : public FSequencerSection { public: /** * Creates a new transform property section. * * @param InSection The section object which is being displayed and edited. * @param InSequencer The sequencer which is controlling this property section. */ FTransformSection(UMovieSceneSection& InSection, TWeakPtr InSequencer) : FSequencerSection(InSection), WeakSequencer(InSequencer) { } public: virtual void BuildSectionContextMenu(FMenuBuilder& MenuBuilder, const FGuid& InObjectBinding) override; //~ ISequencerSection interface virtual bool RequestDeleteCategory(const TArray& CategoryNamePath) override; virtual bool RequestDeleteKeyArea(const TArray& KeyAreaNamePath) override; protected: /** The sequencer which is controlling this section. */ TWeakPtr WeakSequencer; };