88 lines
3.5 KiB
C++
88 lines
3.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CurveEditorCommandChange.h"
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#include "Internationalization/Text.h"
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#include "Templates/UnrealTemplate.h"
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#include "UObject/GCObject.h"
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#include "UObject/ObjectPtr.h"
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#define UE_API CURVEEDITOR_API
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class FCurveEditor;
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class UCurveEditorTransactionObject;
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namespace UE::CurveEditor
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{
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struct FGenericCurveChangeData;
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/** Interacts with the transaction system to enable command-based actions for curve editor. */
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class FTransactionManager : public FNoncopyable, public FGCObject
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{
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public:
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UE_API explicit FTransactionManager(TWeakPtr<FCurveEditor> InCurveEditor);
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/** Appends a changes made to curves. It is associated with the current transaction. */
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void AppendCurveChange(UObject* InObject, FGenericCurveChangeData InChange, const FText& InDescription = FText::GetEmpty()) const;
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/**
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* Appends a changes made to curves. It is associated with the current transaction.
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* Use this version when there is no UObject the change can be associated with - otherwise use the UObject overload.
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*/
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void AppendCurveChange(FGenericCurveChangeData InChange, const FText& InDescription = FText::GetEmpty()) const;
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/**
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* Appends a change to the current transaction and associates it with an UObject.
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*
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* You should prefer this overload whenever possible because it causes the object's package's dirty flag to be saved and restore by the undo system.
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* Example: If you're modifying a FCurveModel, you'd pass in FCurveModel::GetOwningObject.
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*
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* @param InObject The object being modified
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* @param InChange The change to associate with the currently open transaction
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* @param InDescription Description of the change
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*/
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UE_API void AppendChange(UObject* InObject, TUniquePtr<FCurveEditorCommandChange> InChange, const FText& InDescription = FText::GetEmpty()) const;
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/**
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* Appends a change to the current transaction.
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* Use this version when there is no UObject the change can be associated with - otherwise use the UObject overload.
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*
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* The transaction can consist of multiple changes, e.g.
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* - system 1 may move keys, and
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* - system 2 could coniditonally snap the keys to full frames after checking that the user has toggled auto-snapping
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*
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* @param InChange The change to associate with the currently open transaction
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* @param InDescription Description of the change
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*/
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UE_API void AppendChange(TUniquePtr<FCurveEditorCommandChange> InChange, const FText& InDescription = FText::GetEmpty()) const;
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DECLARE_MULTICAST_DELEGATE(FOnCommandAppended);
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/** Invoked after a command has been appended to the undo stack. */
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FOnCommandAppended& OnCommandAppended() { return OnCommandAppendedDelegate; }
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnCurvesChanged, const FGenericCurveChangeData&)
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/** Invoked when transaction changes to curves are made. */
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FOnCurvesChanged& OnCurvesChanged() { return OnCurvesChangedDelegate; }
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//~ Begin FGCObject Interface
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UE_API virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
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UE_API virtual FString GetReferencerName() const override;
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//~ End FGCObject Interface
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private:
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/** The UObject that transactions are associated with. The transaction system needs to associate FCommandChanges with an UObject. */
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TObjectPtr<UCurveEditorTransactionObject> DummyTransactionObject;
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/** Invoked after a command has been appended to the undo stack. */
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FOnCommandAppended OnCommandAppendedDelegate;
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/** Invoked when transaction changes to curves are made. */
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FOnCurvesChanged OnCurvesChangedDelegate;
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};
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}
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#undef UE_API
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