57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimationEditContext.h"
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "EdMode.h"
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#include "Math/Sphere.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "AnimationEditMode.generated.h"
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class FAnimationEditMode;
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class FText;
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/**
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* A compatibility context object to support IPersonaEditMode-based code. It simply calls into a different
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* IAnimationEditContext in its implementations.
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*/
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UCLASS(MinimalAPI)
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class UAnimationEditModeContext : public UObject, public IAnimationEditContext
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{
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GENERATED_BODY()
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public:
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virtual bool GetCameraTarget(FSphere& OutTarget) const override;
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virtual class IPersonaPreviewScene& GetAnimPreviewScene() const override;
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virtual void GetOnScreenDebugInfo(TArray<FText>& OutDebugInfo) const override;
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private:
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IAnimationEditContext* EditMode = nullptr;
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static UAnimationEditModeContext* CreateFor(IAnimationEditContext* InEditMode)
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{
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UAnimationEditModeContext* NewPersonaContext = NewObject<UAnimationEditModeContext>();
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NewPersonaContext->EditMode = InEditMode;
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return NewPersonaContext;
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}
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friend FAnimationEditMode;
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};
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class ANIMATIONEDITMODE_API FAnimationEditMode : public FEdMode, public IAnimationEditContext
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{
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public:
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FAnimationEditMode();
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FAnimationEditMode(const FAnimationEditMode&) = delete;
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FAnimationEditMode& operator=(const FAnimationEditMode&) = delete;
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virtual void Enter() override;
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virtual void Exit() override;
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virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
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private:
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TObjectPtr<UAnimationEditModeContext> AnimationEditModeContext;
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};
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