예제 #1
0
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 );
			}
		}
	}
}