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