47 lines
1.2 KiB
C++
47 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SequencerChannelTraits.h"
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#include "CurveModel.h"
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#include "Styling/AppStyle.h"
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#include "Styling/ISlateStyle.h"
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class FCurveModel;
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class FSequencerSectionPainter;
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struct FGeometry;
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struct FMovieSceneChannel;
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namespace Sequencer
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{
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void DrawKeys(FMovieSceneChannel* Channel, TArrayView<const FKeyHandle> InHandles, const UMovieSceneSection* InOwner, TArrayView<FKeyDrawParams> OutKeyDrawParams)
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{
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// By default just render diamonds for keys
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FKeyDrawParams DefaultParams;
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DefaultParams.BorderBrush = DefaultParams.FillBrush = FAppStyle::Get().GetBrush("Sequencer.KeyDiamond");
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DefaultParams.ConnectionStyle = EKeyConnectionStyle::Solid;
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for (FKeyDrawParams& Param : OutKeyDrawParams)
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{
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Param = DefaultParams;
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}
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}
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/* Most channels do nothing*/
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int32 DrawExtra(FMovieSceneChannel* InChannel, const UMovieSceneSection* Owner, const FSequencerChannelPaintArgs& PaintArgs, int32 LayerId)
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{
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return LayerId;
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}
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bool SupportsCurveEditorModels(const FMovieSceneChannelHandle& ChannelHandle)
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{
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return false;
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}
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TUniquePtr<FCurveModel> CreateCurveEditorModel(const FMovieSceneChannelHandle& ChannelHandle, const UE::Sequencer::FCreateCurveEditorModelParams& Params)
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{
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return nullptr;
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}
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} // namespace Sequencer
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