예제 #1
0
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 );
}
예제 #2
0
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 );
}