52 lines
1.7 KiB
C++
52 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CurveEditorCommandChange.h"
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#include "Templates/UnrealTemplate.h"
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#include "UObject/GCObject.h"
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#include "UObject/ObjectPtr.h"
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class FCurveEditor;
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class UCurveEditorTransactionObject;
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namespace UE::CurveEditor
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{
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/** Interacts with the transaction system to enable command-based actions for curve editor. */
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class CURVEEDITOR_API FTransactionManager : public FNoncopyable, public FGCObject
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{
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public:
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explicit FTransactionManager(TWeakPtr<FCurveEditor> InCurveEditor);
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/**
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* Appends a change to the current transaction.
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*
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* The transaction can consist of multiple changes, e.g.
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* - system 1 may move keys, and
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* - system 2 could coniditonally snap the keys to full frames after checking that the user has toggled auto-snapping
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*
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* @param InChange The change to associate with the currently open transaction
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*/
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void AppendChange(TUniquePtr<FCurveEditorCommandChange> InChange) const;
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnCommandAppended, const FCurveEditorCommandChange&);
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/** Invoked after a command has been appended to the undo stack. */
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FOnCommandAppended& OnCommandAppended() { return OnCommandAppendedDelegate; }
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//~ Begin FGCObject Interface
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virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
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virtual FString GetReferencerName() const override;
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//~ End FGCObject Interface
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private:
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/** The UObject that transactions are associated with. The transaction system needs to associate FCommandChanges with an UObject. */
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TObjectPtr<UCurveEditorTransactionObject> DummyTransactionObject;
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/** Invoked after a command has been appended to the undo stack. */
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FOnCommandAppended OnCommandAppendedDelegate;
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};
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}
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