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

85 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SequencerCustomizationManager.h"
#include "MovieSceneSequence.h"
#include "Containers/UnrealString.h"
FSequencerCustomizationManager::FSequencerCustomizationManager()
{
}
void FSequencerCustomizationManager::RegisterInstancedSequencerCustomization(const UClass* SequenceClass, FOnGetSequencerCustomizationInstance GetCustomizationDelegate)
{
if (!ensure(SequenceClass != nullptr))
{
return;
}
const bool bFound = CustomizationRegistryEntries.ContainsByPredicate([=](const FCustomizationRegistryEntry& Entry) { return Entry.SequenceClass == SequenceClass; });
ensureMsgf(!bFound, TEXT("Customization already registered for sequence class: %s"), *SequenceClass->GetName());
if (bFound)
{
return;
}
FCustomizationRegistryEntry Entry;
Entry.SequenceClass = SequenceClass;
Entry.Factory = GetCustomizationDelegate;
CustomizationRegistryEntries.Add(Entry);
}
void FSequencerCustomizationManager::UnregisterInstancedSequencerCustomization(const UClass* SequenceClass)
{
if (!ensure(SequenceClass != nullptr))
{
return;
}
for (TArray<FCustomizationRegistryEntry>::SizeType Idx = 0; Idx < CustomizationRegistryEntries.Num(); ++Idx)
{
const FCustomizationRegistryEntry& Entry = CustomizationRegistryEntries[Idx];
if (Entry.SequenceClass == SequenceClass)
{
CustomizationRegistryEntries.RemoveAt(Idx);
return;
}
}
ensureMsgf(false, TEXT("No customization found for sequence class: %s"), *SequenceClass->GetName());
}
void FSequencerCustomizationManager::GetSequencerCustomizations(UMovieSceneSequence* FocusedSequence, TArray<TUniquePtr<ISequencerCustomization>>& OutCustomizations)
{
if (UNLIKELY(!FocusedSequence))
{
return;
}
const UClass* SequenceClass = FocusedSequence->GetClass();
const FCustomizationRegistryEntry* FoundEntry = CustomizationRegistryEntries.FindByPredicate(
[=](const FCustomizationRegistryEntry& Entry)
{
return Entry.SequenceClass == SequenceClass;
});
if (FoundEntry != nullptr)
{
TUniquePtr<ISequencerCustomization> Instance(FoundEntry->Factory.Execute());
OutCustomizations.Add(MoveTemp(Instance));
}
}
bool FSequencerCustomizationManager::NeedsCustomizationChange(const UMovieSceneSequence* OldFocusedSequence, const UMovieSceneSequence* NewFocusedSequence) const
{
if (OldFocusedSequence == nullptr || NewFocusedSequence == nullptr)
{
return true;
}
// For now, we only map customizations to the sequence's class, so we only need to rebuild customizations
// if the class has changed between the old and new sequence.
const UClass* OldSequenceClass = OldFocusedSequence->GetClass();
const UClass* NewSequenceClass = NewFocusedSequence->GetClass();
return OldSequenceClass != NewSequenceClass;
}