本文整理汇总了C++中UMovieSceneSection::SetFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ UMovieSceneSection::SetFlags方法的具体用法?C++ UMovieSceneSection::SetFlags怎么用?C++ UMovieSceneSection::SetFlags使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UMovieSceneSection
的用法示例。
在下文中一共展示了UMovieSceneSection::SetFlags方法的3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: OnBeginDrag
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 );
}
}
}
示例2: 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();
}
示例3: OnAddKeyClicked
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();
}