Files
UnrealEngine/Engine/Source/Editor/UnrealEd/Public/MiniCurveEditor.h
2025-05-18 13:04:45 +08:00

61 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "Framework/Docking/TabManager.h"
#include "Subsystems/AssetEditorSubsystem.h"
class FCurveOwnerInterface;
class SCurveEditor;
class SMiniCurveEditor
: public SCompoundWidget
, public IAssetEditorInstance
{
public:
SLATE_BEGIN_ARGS( SMiniCurveEditor )
: _CurveOwner(nullptr)
, _OwnerObject(nullptr)
{}
SLATE_ARGUMENT( FCurveOwnerInterface*, CurveOwner )
SLATE_ARGUMENT( UObject*, OwnerObject )
SLATE_ARGUMENT( TWeakPtr<SWindow>, ParentWindow )
SLATE_END_ARGS()
UNREALED_API void Construct(const FArguments& InArgs);
UNREALED_API virtual ~SMiniCurveEditor() override;
// IAssetEditorInstance interface
UNREALED_API virtual FName GetEditorName() const override;
UNREALED_API virtual void FocusWindow(UObject* ObjectToFocusOn) override;
UNREALED_API virtual bool CloseWindow() override;
UNREALED_API virtual bool CloseWindow(EAssetEditorCloseReason InCloseReason) override;
virtual bool IsPrimaryEditor() const override { return true; };
virtual void InvokeTab(const struct FTabId& TabId) override {}
UNREALED_API virtual TSharedPtr<class FTabManager> GetAssociatedTabManager() override;
UNREALED_API virtual double GetLastActivationTime() override;
UNREALED_API virtual void RemoveEditingAsset(UObject* Asset) override;
private:
/** Sometimes false when this is a transient or popout window, indicating it shouldn't be tracked as an asset editor. */
bool bHasOwner = true;
float ViewMinInput = 0.0f;
float ViewMaxInput = 1.0f;
TSharedPtr<class SCurveEditor> TrackWidget;
float GetViewMinInput() const { return ViewMinInput; }
float GetViewMaxInput() const { return ViewMaxInput; }
/** Return length of timeline */
UNREALED_API float GetTimelineLength() const;
UNREALED_API void SetInputViewRange(float InViewMinInput, float InViewMaxInput);
protected:
TWeakPtr<SWindow> WidgetWindow;
};