void FSequencerNodeTree::Update() { // @todo Sequencer - This update pass is too aggressive. Some nodes may still be valid Empty(); UMovieScene* MovieScene = Sequencer.GetFocusedMovieScene(); // Get the master tracks so we can get sections from them const TArray<UMovieSceneTrack*>& MasterTracks = MovieScene->GetMasterTracks(); for( int32 TrackIndex = 0; TrackIndex < MasterTracks.Num(); ++TrackIndex ) { UMovieSceneTrack& Track = *MasterTracks[TrackIndex]; TSharedRef<FTrackNode> SectionNode = MakeShareable( new FTrackNode( Track.GetTrackName(), Track, NULL, *this ) ); RootNodes.Add( SectionNode ); MakeSectionInterfaces( Track, SectionNode ); SectionNode->PinNode(); } const TArray<FMovieSceneObjectBinding>& ObjectBindings = MovieScene->GetObjectBindings(); // Make nodes for all object bindings for( int32 BindingIndex = 0; BindingIndex < ObjectBindings.Num(); ++BindingIndex ) { TSharedRef<FObjectBindingNode> ObjectBindingNode = AddObjectBinding( ObjectBindings[BindingIndex].GetDisplayName(), ObjectBindings[BindingIndex].GetObjectGuid() ); const TArray<UMovieSceneTrack*>& Tracks = ObjectBindings[BindingIndex].GetTracks(); for( int32 TrackIndex = 0; TrackIndex < Tracks.Num(); ++TrackIndex ) { UMovieSceneTrack& Track = *Tracks[TrackIndex]; FName SectionName = Track.GetTrackName(); check( SectionName != NAME_None ); TSharedRef<FTrackNode> SectionAreaNode = ObjectBindingNode->AddSectionAreaNode( SectionName, Track ); MakeSectionInterfaces( Track, SectionAreaNode ); } } struct FRootNodeSorter { bool operator()( const TSharedRef<FSequencerDisplayNode>& A, const TSharedRef<FSequencerDisplayNode>& B ) const { return A->GetType() == ESequencerNode::Object ? false : true; } }; // Sort so that master tracks appear before object tracks RootNodes.Sort( FRootNodeSorter() ); // Re-filter the tree after updating // @todo Sequencer - Newly added sections may need to be visible even when there is a filter FilterNodes( FilterString ); }
TSharedRef<FObjectBindingNode> FSequencerNodeTree::AddObjectBinding(const FString& ObjectName, const FGuid& ObjectBinding, TMap<FGuid, const FMovieSceneBinding*>& GuidToBindingMap, TArray< TSharedRef<FSequencerDisplayNode> >& OutNodeList) { TSharedPtr<FObjectBindingNode> ObjectNode; TSharedPtr<FObjectBindingNode>* FoundObjectNode = ObjectBindingMap.Find(ObjectBinding); if (FoundObjectNode != nullptr) { ObjectNode = *FoundObjectNode; } else { // The node name is the object guid FName ObjectNodeName = *ObjectBinding.ToString(); // Try to get the parent object node if there is one. TSharedPtr<FObjectBindingNode> ParentNode; TArray<UObject*> RuntimeObjects; UMovieSceneSequence* Animation = Sequencer.GetFocusedMovieSceneSequence(); UObject* RuntimeObject = Animation->FindObject(ObjectBinding); if ( RuntimeObject != nullptr) { UObject* ParentObject = Animation->GetParentObject(RuntimeObject); if (ParentObject != nullptr) { FGuid ParentBinding = Animation->FindObjectId(*ParentObject); TSharedPtr<FObjectBindingNode>* FoundParentNode = ObjectBindingMap.Find( ParentBinding ); if ( FoundParentNode != nullptr ) { ParentNode = *FoundParentNode; } else { const FMovieSceneBinding** FoundParentMovieSceneBinding = GuidToBindingMap.Find( ParentBinding ); if ( FoundParentMovieSceneBinding != nullptr ) { ParentNode = AddObjectBinding( (*FoundParentMovieSceneBinding)->GetName(), ParentBinding, GuidToBindingMap, OutNodeList ); } } } } // Create the node. ObjectNode = MakeShareable( new FObjectBindingNode( ObjectNodeName, ObjectName, ObjectBinding, ParentNode, *this ) ); if (ParentNode.IsValid()) { ParentNode->AddObjectBindingNode(ObjectNode.ToSharedRef()); } else { OutNodeList.Add( ObjectNode.ToSharedRef() ); } // Map the guid to the object binding node for fast lookup later ObjectBindingMap.Add( ObjectBinding, ObjectNode ); } return ObjectNode.ToSharedRef(); }
void FSequencerNodeTree::Update() { // @todo Sequencer - This update pass is too aggressive. Some nodes may still be valid Empty(); UMovieScene* MovieScene = Sequencer.GetFocusedMovieSceneSequence()->GetMovieScene(); TArray< TSharedRef<FSequencerDisplayNode> > NewRootNodes; // Get the master tracks so we can get sections from them const TArray<UMovieSceneTrack*>& MasterTracks = MovieScene->GetMasterTracks(); for( UMovieSceneTrack* Track : MasterTracks ) { UMovieSceneTrack& TrackRef = *Track; TSharedRef<FTrackNode> SectionNode = MakeShareable( new FTrackNode( TrackRef.GetTrackName(), TrackRef, NULL, *this ) ); NewRootNodes.Add( SectionNode ); MakeSectionInterfaces( TrackRef, SectionNode ); SectionNode->PinNode(); } const TArray<FMovieSceneBinding>& Bindings = MovieScene->GetBindings(); TMap<FGuid, const FMovieSceneBinding*> GuidToBindingMap; for (const FMovieSceneBinding& Binding : Bindings) { GuidToBindingMap.Add(Binding.GetObjectGuid(), &Binding); } // Make nodes for all object bindings TArray< TSharedRef<FSequencerDisplayNode> > NewObjectNodes; for( const FMovieSceneBinding& Binding : Bindings ) { TSharedRef<FObjectBindingNode> ObjectBindingNode = AddObjectBinding( Binding.GetName(), Binding.GetObjectGuid(), GuidToBindingMap, NewObjectNodes ); const TArray<UMovieSceneTrack*>& Tracks = Binding.GetTracks(); for( UMovieSceneTrack* Track : Tracks ) { UMovieSceneTrack& TrackRef = *Track; FName SectionName = TrackRef.GetTrackName(); check( SectionName != NAME_None ); TSharedRef<FTrackNode> SectionAreaNode = ObjectBindingNode->AddSectionAreaNode( SectionName, TrackRef ); MakeSectionInterfaces( TrackRef, SectionAreaNode ); } } struct FObjectNodeSorter { bool operator()( const TSharedRef<FSequencerDisplayNode>& A, const TSharedRef<FSequencerDisplayNode>& B ) const { if (A->GetType() == ESequencerNode::Object && B->GetType() != ESequencerNode::Object) { return true; } if (A->GetType() != ESequencerNode::Object && B->GetType() == ESequencerNode::Object) { return false; } return A->GetDisplayName().ToString() < B->GetDisplayName().ToString(); } }; NewObjectNodes.Sort( FObjectNodeSorter() ); for (TSharedRef<FSequencerDisplayNode> NewObjectNode : NewObjectNodes) { NewObjectNode->SortChildNodes(FObjectNodeSorter()); } NewRootNodes.Append(NewObjectNodes); // Look for a shot track. It will always come first if it exists UMovieSceneTrack* ShotTrack = MovieScene->GetShotTrack(); if( ShotTrack ) { TSharedRef<FTrackNode> SectionNode = MakeShareable( new FTrackNode( ShotTrack->GetTrackName(), *ShotTrack, NULL, *this ) ); // Shot track always comes first RootNodes.Add( SectionNode ); MakeSectionInterfaces( *ShotTrack, SectionNode ); SectionNode->PinNode(); } // Add all other nodes after the shot track RootNodes.Append( NewRootNodes ); // Set up virtual offsets, and expansion states float VerticalOffset = 0.f; for (auto& Node : RootNodes) { Node->Traverse_ParentFirst([&](FSequencerDisplayNode& InNode){ float VerticalTop = VerticalOffset; VerticalOffset += InNode.GetNodeHeight() + InNode.GetNodePadding().Combined(); InNode.Initialize(VerticalTop, VerticalOffset); return true; }); } // Re-filter the tree after updating // @todo Sequencer - Newly added sections may need to be visible even when there is a filter FilterNodes( FilterString ); }