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