// Copyright Epic Games, Inc. All Rights Reserved. #include "SequencerChannelTraits.h" #include "CurveModel.h" #include "Styling/AppStyle.h" #include "Styling/ISlateStyle.h" class FCurveModel; class FSequencerSectionPainter; struct FGeometry; struct FMovieSceneChannel; namespace Sequencer { void DrawKeys(FMovieSceneChannel* Channel, TArrayView InHandles, const UMovieSceneSection* InOwner, TArrayView OutKeyDrawParams) { // By default just render diamonds for keys FKeyDrawParams DefaultParams; DefaultParams.BorderBrush = DefaultParams.FillBrush = FAppStyle::Get().GetBrush("Sequencer.KeyDiamond"); DefaultParams.ConnectionStyle = EKeyConnectionStyle::Solid; for (FKeyDrawParams& Param : OutKeyDrawParams) { Param = DefaultParams; } } /* Most channels do nothing*/ int32 DrawExtra(FMovieSceneChannel* InChannel, const UMovieSceneSection* Owner, const FSequencerChannelPaintArgs& PaintArgs, int32 LayerId) { return LayerId; } bool SupportsCurveEditorModels(const FMovieSceneChannelHandle& ChannelHandle) { return false; } TUniquePtr CreateCurveEditorModel(const FMovieSceneChannelHandle& ChannelHandle, const UE::Sequencer::FCreateCurveEditorModelParams& Params) { return nullptr; } } // namespace Sequencer