Files
UnrealEngine/Engine/Source/Editor/Sequencer/Private/SequencerChannelTraits.cpp
2025-05-18 13:04:45 +08:00

47 lines
1.2 KiB
C++

// 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<const FKeyHandle> InHandles, const UMovieSceneSection* InOwner, TArrayView<FKeyDrawParams> 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<FCurveModel> CreateCurveEditorModel(const FMovieSceneChannelHandle& ChannelHandle, const UE::Sequencer::FCreateCurveEditorModelParams& Params)
{
return nullptr;
}
} // namespace Sequencer