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(); }
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; }); }
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; }
UMovieSceneSection* UMovieScenePropertyTrack::FindOrAddSection( float Time ) { // Find a spot for the section so that they are sorted by start time for( int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex ) { UMovieSceneSection* Section = Sections[SectionIndex]; if( Section->IsTimeWithinSection( Time ) ) { return Section; } // Check if there are no more sections that would overlap the time if( !Sections.IsValidIndex( SectionIndex+1 ) || Sections[SectionIndex+1]->GetStartTime() > Time ) { // No sections overlap the time if( SectionIndex > 0 ) { // Append and grow the previous section UMovieSceneSection* PreviousSection = Sections[ SectionIndex ? SectionIndex-1 : 0 ]; PreviousSection->SetEndTime( Time ); return PreviousSection; } else if( Sections.IsValidIndex( SectionIndex+1 ) ) { // Prepend and grow the next section because there are no sections before this one UMovieSceneSection* NextSection = Sections[SectionIndex+1]; NextSection->SetStartTime( Time ); return NextSection; } else { // SectionIndex == 0 UMovieSceneSection* PreviousSection = Sections[0]; if( PreviousSection->GetEndTime() < Time ) { // Append and grow the section PreviousSection->SetEndTime( Time ); } else { // Prepend and grow the section PreviousSection->SetStartTime( Time ); } return PreviousSection; } } } check( Sections.Num() == 0 ); // Add a new section that starts and ends at the same time UMovieSceneSection* NewSection = CreateNewSection(); NewSection->SetStartTime( Time ); NewSection->SetEndTime( Time ); Sections.Add( NewSection ); return NewSection; }
FSequencerSelectedKey FVirtualTrackArea::HitTestKey(FVector2D InPhysicalPosition) const { TSharedPtr<FSequencerDisplayNode> Node = HitTestNode(InPhysicalPosition.Y); if (!Node.IsValid()) { return FSequencerSelectedKey(); } const float KeyLeft = PixelToTime(InPhysicalPosition.X - SequencerSectionConstants::KeySize.X/2); const float KeyRight = PixelToTime(InPhysicalPosition.X + SequencerSectionConstants::KeySize.X/2); TArray<TSharedRef<IKeyArea>> KeyAreas; // First check for a key area node on the hit-tested node TSharedPtr<FSequencerSectionKeyAreaNode> KeyAreaNode; switch (Node->GetType()) { case ESequencerNode::KeyArea: KeyAreaNode = StaticCastSharedPtr<FSequencerSectionKeyAreaNode>(Node); break; case ESequencerNode::Track: KeyAreaNode = StaticCastSharedPtr<FSequencerTrackNode>(Node)->GetTopLevelKeyNode(); break; } if (KeyAreaNode.IsValid()) { for (auto& KeyArea : KeyAreaNode->GetAllKeyAreas()) { UMovieSceneSection* Section = KeyArea->GetOwningSection(); if (Section->GetStartTime() <= KeyRight && Section->GetEndTime() >= KeyLeft) { KeyAreas.Add(KeyArea); } } } // Failing that, and the node is collapsed, we check for key groupings else if (!Node->IsExpanded()) { TSharedPtr<FSequencerTrackNode> TrackNode = GetParentTrackNode(*Node); const TArray< TSharedRef<ISequencerSection> >& Sections = TrackNode->GetSections(); for ( int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex ) { UMovieSceneSection* Section = Sections[SectionIndex]->GetSectionObject(); if (Section->GetStartTime() <= KeyRight && Section->GetEndTime() >= KeyLeft) { KeyAreas.Add(Node->GetKeyGrouping(SectionIndex)); } } } // Search for any key that matches the position // todo: investigate if this would be faster as a sort + binary search, rather than linear search for (auto& KeyArea : KeyAreas) { for (FKeyHandle Key : KeyArea->GetUnsortedKeyHandles()) { const float Time = KeyArea->GetKeyTime(Key); if (Time >= KeyLeft && Time <= KeyRight) { return FSequencerSelectedKey(*KeyArea->GetOwningSection(), KeyArea, Key); } } } return FSequencerSelectedKey(); }
void FMoveKeys::OnDrag( const FPointerEvent& MouseEvent, const FVector2D& LocalMousePos, const FTimeToPixel& TimeToPixelConverter, TSharedPtr<FTrackNode> SequencerNode ) { // Convert the delta position to a delta time amount that was moved float MouseTime = TimeToPixelConverter.PixelToTime(LocalMousePos.X); float SelectedKeyTime = DraggedKey.KeyArea->GetKeyTime(DraggedKey.KeyHandle.GetValue()); float DistanceMoved = MouseTime - SelectedKeyTime; if( DistanceMoved != 0.0f ) { float TimeDelta = DistanceMoved; // Snapping if ( Settings->GetIsSnapEnabled() ) { bool bSnappedToKeyTime = false; if ( Settings->GetSnapKeyTimesToKeys() ) { TArray<float> OutSnapTimes; GetKeySnapTimes(OutSnapTimes, SequencerNode); TArray<float> InitialTimes; for ( FSelectedKey SelectedKey : SelectedKeys ) { InitialTimes.Add(SelectedKey.KeyArea->GetKeyTime(SelectedKey.KeyHandle.GetValue()) + DistanceMoved); } float OutInitialTime = 0.f; float OutSnapTime = 0.f; if ( SnapToTimes( InitialTimes, OutSnapTimes, TimeToPixelConverter, OutInitialTime, OutSnapTime ) ) { bSnappedToKeyTime = true; TimeDelta = OutSnapTime - (OutInitialTime - DistanceMoved); } } if ( bSnappedToKeyTime == false && Settings->GetSnapKeyTimesToInterval() ) { TimeDelta = Settings->SnapTimeToInterval( MouseTime ) - SelectedKeyTime; } } for( FSelectedKey SelectedKey : SelectedKeys ) { UMovieSceneSection* Section = SelectedKey.Section; TSharedPtr<IKeyArea>& KeyArea = SelectedKey.KeyArea; // Tell the key area to move the key. We reset the key index as a result of the move because moving a key can change it's internal index KeyArea->MoveKey( SelectedKey.KeyHandle.GetValue(), TimeDelta ); // Update the key that moved float NewKeyTime = KeyArea->GetKeyTime( SelectedKey.KeyHandle.GetValue() ); // If the key moves outside of the section resize the section to fit the key // @todo Sequencer - Doesn't account for hitting other sections if( NewKeyTime > Section->GetEndTime() ) { Section->SetEndTime( NewKeyTime ); } else if( NewKeyTime < Section->GetStartTime() ) { Section->SetStartTime( NewKeyTime ); } } } }