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using System.Collections.Generic;
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namespace UnityEditor.Timeline
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{
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class Control
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{
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readonly List<Manipulator> m_Manipulators = new List<Manipulator>();
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public bool HandleManipulatorsEvents(WindowState state)
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{
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var isHandled = false;
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foreach (var manipulator in m_Manipulators)
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{
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isHandled = manipulator.HandleEvent(state);
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if (isHandled)
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break;
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}
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return isHandled;
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}
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public void AddManipulator(Manipulator m)
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{
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m_Manipulators.Add(m);
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}
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}
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}
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