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C++ UMovieSceneSection类代码示例

本文整理汇总了C++中UMovieSceneSection的典型用法代码示例。如果您正苦于以下问题:C++ UMovieSceneSection类的具体用法?C++ UMovieSceneSection怎么用?C++ UMovieSceneSection使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了UMovieSceneSection类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: FixupSurroundingShots

void UMovieSceneShotTrack::FixupSurroundingShots( UMovieSceneSection& Section, bool bDelete )
{
	// Find the previous section and extend it to take the place of the section being deleted
	int32 SectionIndex = INDEX_NONE;
	if( SubMovieSceneSections.Find( &Section, SectionIndex ) )
	{
		int32 PrevSectionIndex = SectionIndex - 1;
		if( SubMovieSceneSections.IsValidIndex( PrevSectionIndex ) )
		{
			// Extend the previous section
			SubMovieSceneSections[PrevSectionIndex]->SetEndTime( bDelete ? Section.GetEndTime() : Section.GetStartTime() );
		}

		if( !bDelete )
		{
			int32 NextSectionIndex = SectionIndex + 1;
			if(SubMovieSceneSections.IsValidIndex(NextSectionIndex))
			{
				// Shift the next shot's start time so that it starts when the new shot ends
				SubMovieSceneSections[NextSectionIndex]->SetStartTime(Section.GetEndTime());
			}
		}
	}

	SortShots();
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:26,代码来源:MovieSceneShotTrack.cpp

示例2: HitTestNode

TOptional<FSectionHandle> FVirtualTrackArea::HitTestSection(FVector2D InPhysicalPosition) const
{
	TSharedPtr<FSequencerDisplayNode> Node = HitTestNode(InPhysicalPosition.Y);

	if (Node.IsValid())
	{
		TSharedPtr<FSequencerTrackNode> TrackNode = GetParentTrackNode(*Node);

		if (TrackNode.IsValid())
		{
			float Time = PixelToTime(InPhysicalPosition.X);

			const auto& Sections = TrackNode->GetSections();
			for (int32 Index = 0; Index < Sections.Num(); ++Index)
			{
				UMovieSceneSection* Section = Sections[Index]->GetSectionObject();
				if (Section->IsTimeWithinSection(Time))
				{
					return FSectionHandle(TrackNode.ToSharedRef(), Index);
				}
			}
		}
	}

	return TOptional<FSectionHandle>();
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:26,代码来源:VirtualTrackArea.cpp

示例3: SetFlags

UMovieSceneSection* UMovieSceneSection::SplitSection(float SplitTime)
{
	if (!IsTimeWithinSection(SplitTime))
	{
		return nullptr;
	}

	SetFlags(RF_Transactional);

	if (TryModify())
	{
		float SectionEndTime = GetEndTime();
				
		// Trim off the right
		SetEndTime(SplitTime);

		// Create a new section
		UMovieSceneTrack* Track = CastChecked<UMovieSceneTrack>(GetOuter());
		Track->Modify();

		UMovieSceneSection* NewSection = DuplicateObject<UMovieSceneSection>(this, Track);
		check(NewSection);

		NewSection->SetStartTime(SplitTime);
		NewSection->SetEndTime(SectionEndTime);
		Track->AddSection(*NewSection);

		return NewSection;
	}

	return nullptr;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:32,代码来源:MovieSceneSection.cpp

示例4: check

void FMoveKeys::OnBeginDrag(const FVector2D& LocalMousePos, TSharedPtr<FTrackNode> SequencerNode)
{
	check( SelectedKeys.Num() > 0 )

	// Begin an editor transaction and mark the section as transactional so it's state will be saved
	GEditor->BeginTransaction( NSLOCTEXT("Sequencer", "MoveKeysTransaction", "Move Keys") );

	TSet<UMovieSceneSection*> ModifiedSections;
	for( FSelectedKey SelectedKey : SelectedKeys )
	{
		UMovieSceneSection* OwningSection = SelectedKey.Section;

		// Only modify sections once
		if( !ModifiedSections.Contains( OwningSection ) )
		{
			OwningSection->SetFlags( RF_Transactional );

			// Save the current state of the section
			OwningSection->Modify();

			// Section has been modified
			ModifiedSections.Add( OwningSection );
		}
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:25,代码来源:SectionDragOperations.cpp

示例5: MakeShareable

TSharedRef<ISequencerSection> F2DTransformTrackEditor::MakeSectionInterface( UMovieSceneSection& SectionObject, UMovieSceneTrack& Track )
{
	check( SupportsType( SectionObject.GetOuter()->GetClass() ) );

	UClass* SectionClass = SectionObject.GetOuter()->GetClass();
	return MakeShareable( new F2DTransformSection( SectionObject, Track.GetTrackName() ) );
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:7,代码来源:Sequencer2DTransformTrackEditor.cpp

示例6: BeginTransaction

void FSequencerDragOperation::BeginTransaction( UMovieSceneSection& Section, const FText& TransactionDesc )
{
	// Begin an editor transaction and mark the section as transactional so it's state will be saved
	GEditor->BeginTransaction( TransactionDesc );
	Section.SetFlags( RF_Transactional );
	// Save the current state of the section
	Section.Modify();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:8,代码来源:SectionDragOperations.cpp

示例7: SupportsType

TSharedRef<ISequencerSection> FMarginTrackEditor::MakeSectionInterface( UMovieSceneSection& SectionObject, UMovieSceneTrack* Track )
{
	check( SupportsType( SectionObject.GetOuter()->GetClass() ) );

	UClass* SectionClass = SectionObject.GetOuter()->GetClass();

	TSharedRef<ISequencerSection> NewSection = MakeShareable( new FMarginPropertySection( SectionObject, Track->GetTrackName() ) );

	return NewSection;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:10,代码来源:MarginTrackEditor.cpp

示例8: GetAnimSectionAtTime

UMovieSceneSection* UMovieSceneAnimationTrack::GetAnimSectionAtTime(float Time)
{
	for (int32 i = 0; i < AnimationSections.Num(); ++i)
	{
		UMovieSceneSection* Section = AnimationSections[i];
		if( Section->IsTimeWithinSection( Time ) )
		{
			return Section;
		}
	}

	return NULL;
}
开发者ID:johndpope,项目名称:UE4,代码行数:13,代码来源:MovieSceneAnimationTrack.cpp

示例9: Tick

 virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
 {
     if (Sequencer.Pin()->IsShotFilteringOn())
     {
         TArray< TWeakObjectPtr<UMovieSceneSection> > FilterShots = Sequencer.Pin()->GetFilteringShotSections();
         // if there are filtering shots, continuously update the cached filter zones
         // we do this in tick, and cache it in order to make animation work properly
         CachedFilteredRanges.Empty();
         for (int32 i = 0; i < FilterShots.Num(); ++i)
         {
             UMovieSceneSection* Filter = FilterShots[i].Get();
             CachedFilteredRanges.Add(Filter->GetRange());
         }
     }
 }
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:15,代码来源:SSequencer.cpp

示例10: FindSectionAtTime

UMovieSceneSection* MovieSceneHelpers::FindSectionAtTime( const TArray<UMovieSceneSection*>& Sections, float Time )
{
	for( int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex )
	{
		UMovieSceneSection* Section = Sections[SectionIndex];

		//@todo Sequencer - There can be multiple sections overlapping in time. Returning instantly does not account for that.
		if( Section->IsTimeWithinSection( Time ) && Section->IsActive() )
		{
			return Section;
		}
	}

	return NULL;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:15,代码来源:MovieSceneCommonHelpers.cpp

示例11: MakeShareable

TSharedRef<ISequencerSection> FParticleTrackEditor::MakeSectionInterface( UMovieSceneSection& SectionObject, UMovieSceneTrack& Track )
{
	check( SupportsType( SectionObject.GetOuter()->GetClass() ) );

	const TSharedPtr<ISequencer> OwningSequencer = GetSequencer();
	return MakeShareable( new FParticleSection( SectionObject, OwningSequencer.ToSharedRef() ) );
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:7,代码来源:ParticleTrackEditor.cpp

示例12: FindNearestSectionAtTime

UMovieSceneSection* MovieSceneHelpers::FindNearestSectionAtTime( const TArray<UMovieSceneSection*>& Sections, float Time )
{
	// Only update the section if the position is within the time span of the section
	// Or if there are no sections at the time, the left closest section to the time
	// Or in the case that Time is before all sections, take the section with the earliest start time
	UMovieSceneSection* ClosestSection = nullptr;
	float ClosestSectionTime = 0.f;
	UMovieSceneSection* EarliestSection = nullptr;
	float EarliestSectionTime = 0.f;
	for( int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex )
	{
		UMovieSceneSection* Section = Sections[SectionIndex];

		if (Section->IsActive())
		{
			//@todo Sequencer - There can be multiple sections overlapping in time. Returning instantly does not account for that.
			if( Section->IsTimeWithinSection( Time ) )
			{
				return Section;
			}

			float EndTime = Section->GetEndTime();
			if (EndTime < Time)
			{
				float ClosestTime = Time - EndTime;
				if (!ClosestSection || ClosestTime < ClosestSectionTime)
				{
					ClosestSection = Section;
					ClosestSectionTime = ClosestTime;
				}
			}

			float StartTime = Section->GetStartTime();
			if (!EarliestSection || StartTime < EarliestSectionTime)
			{
				EarliestSection = Section;
				EarliestSectionTime = StartTime;
			}
		}
	}

	// if we get here, we are off of any section
	// if ClosestSection, then we take the closest to left of this time
	// else, we take the EarliestSection
	// if that's nullptr, then there are no sections
	return ClosestSection ? ClosestSection : EarliestSection;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:47,代码来源:MovieSceneCommonHelpers.cpp

示例13: SupportsType

TSharedRef<ISequencerSection> FAnimationTrackEditor::MakeSectionInterface( UMovieSceneSection& SectionObject, UMovieSceneTrack* Track )
{
	check( SupportsType( SectionObject.GetOuter()->GetClass() ) );
	
	TSharedRef<ISequencerSection> NewSection( new FAnimationSection(SectionObject) );

	return NewSection;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:8,代码来源:AnimationTrackEditor.cpp

示例14: GetAllKeyAreas

FReply SAnimationOutlinerTreeNode::OnAddKeyClicked()
{
	FSequencer& Sequencer = DisplayNode->GetSequencer();
	float CurrentTime = Sequencer.GetCurrentLocalTime(*Sequencer.GetFocusedMovieScene());

	TSet<TSharedPtr<IKeyArea>> KeyAreas;
	GetAllKeyAreas(DisplayNode, KeyAreas);

	FScopedTransaction Transaction(LOCTEXT("AddKeys", "Add keys at current time"));
	for (TSharedPtr<IKeyArea> KeyArea : KeyAreas)
	{
		UMovieSceneSection* OwningSection = KeyArea->GetOwningSection();
		OwningSection->SetFlags(RF_Transactional);
		OwningSection->Modify();
		KeyArea->AddKeyUnique(CurrentTime);
	}
	return FReply::Handled();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:18,代码来源:SAnimationOutlinerView.cpp

示例15: GetOwningSection

void FNameCurveKeyArea::PasteKeys(const FMovieSceneClipboardKeyTrack& KeyTrack, const FMovieSceneClipboardEnvironment& SrcEnvironment, const FSequencerPasteEnvironment& DstEnvironment)
{
	float PasteAt = DstEnvironment.CardinalTime;

	KeyTrack.IterateKeys([&](const FMovieSceneClipboardKey& Key){
		UMovieSceneSection* Section = GetOwningSection();
		if (!Section)
		{
			return true;
		}

		if (Section->TryModify())
		{		
			float Time = PasteAt + Key.GetTime();
			if (Section->GetStartTime() > Time)
			{
				Section->SetStartTime(Time);
			}
			if (Section->GetEndTime() < Time)
			{
				Section->SetEndTime(Time);
			}

			FKeyHandle KeyHandle = Curve.UpdateOrAddKey(Time, Key.GetValue<FName>());
			DstEnvironment.ReportPastedKey(KeyHandle, *this);
		}
			
		return true;
	});
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:30,代码来源:NameCurveKeyArea.cpp


注:本文中的UMovieSceneSection类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。