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using System;
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using System.Linq;
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using UnityEditor.ShortcutManagement;
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using UnityEngine;
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namespace UnityEditor.Timeline
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{
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class TimelinePanManipulator : Manipulator
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{
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const float k_MaxPanSpeed = 50.0f;
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bool m_Active;
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protected override bool MouseDown(Event evt, WindowState state)
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{
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if ((evt.button == 2 && evt.modifiers == EventModifiers.None) ||
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(evt.button == 0 && evt.modifiers == EventModifiers.Alt))
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{
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TimelineCursors.SetCursor(TimelineCursors.CursorType.Pan);
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m_Active = true;
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return true;
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}
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return false;
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}
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protected override bool MouseUp(Event evt, WindowState state)
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{
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if (m_Active)
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{
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TimelineCursors.ClearCursor();
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state.editorWindow.Repaint();
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}
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return false;
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}
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protected override bool MouseDrag(Event evt, WindowState state)
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{
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// Note: Do not rely on evt.button here as some 3rd party automation
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// software does not properly set the button data during drag.
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if (!m_Active)
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return false;
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return Pan(evt, state);
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}
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protected override bool MouseWheel(Event evt, WindowState state)
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{
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if (Math.Abs(evt.delta.x) < 1e-5 || Math.Abs(evt.delta.x) <= Math.Abs(evt.delta.y))
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return false;
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TimelineZoomManipulator.InvalidateWheelZoom();
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var panEvent = new Event(evt);
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panEvent.delta = new Vector2(panEvent.delta.x * k_MaxPanSpeed * -1.0f, 0.0f);
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return Pan(panEvent, state);
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}
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static bool Pan(Event evt, WindowState state)
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{
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var cursorRect = TimelineWindow.instance.sequenceContentRect;
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cursorRect.xMax = TimelineWindow.instance.position.xMax;
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cursorRect.yMax = TimelineWindow.instance.position.yMax;
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if (state.GetWindow() != null && state.GetWindow().treeView != null)
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{
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var scroll = state.GetWindow().treeView.scrollPosition;
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scroll.y -= evt.delta.y;
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state.GetWindow().treeView.scrollPosition = scroll;
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state.OffsetTimeArea((int)evt.delta.x);
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return true;
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}
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return false;
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}
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}
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class TimelineZoomManipulator : Manipulator
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{
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Vector2 m_MouseDownPos = Vector2.zero;
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Vector2 m_InitialShownRange = Vector2.zero;
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float m_FocalTime;
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float m_LastMouseMoveX = -1;
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float m_ZoomFactor = 1;
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bool m_WheelUsedLast;
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TimelineZoomManipulator() {}
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public static readonly TimelineZoomManipulator Instance = new TimelineZoomManipulator();
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internal void DoZoom(float zoomFactor, WindowState state)
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{
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var refRange = state.timeAreaShownRange;
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DoZoom(zoomFactor, state, refRange, (refRange.x + refRange.y) / 2);
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// Force resetting the reference zoom after a Framing operation
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InvalidateWheelZoom();
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}
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static void DoZoom(float zoomFactor, WindowState state, Vector2 refRange, float focalTime)
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{
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const float kMinRange = 0.05f; // matches zoomable area.
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var s = zoomFactor;
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if (s <= 0) return;
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var t = Mathf.Max(focalTime, refRange.x);
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var x = (refRange.x + t * (s - 1)) / s;
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var y = (refRange.y + t * (s - 1)) / s;
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// don't set it if we reach the limit or panning happens
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if (Math.Abs(x - y) > kMinRange)
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{
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// Zoomable area does not protect 100% against crazy values
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state.SetTimeAreaShownRange(
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Math.Max(x, -WindowConstants.timeAreaShownRangePadding),
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Math.Min(y, WindowState.kMaxShownTime));
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}
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}
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internal static void InvalidateWheelZoom()
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{
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Instance.m_WheelUsedLast = false;
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}
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protected override bool MouseDown(Event evt, WindowState state)
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{
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m_MouseDownPos = evt.mousePosition;
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m_FocalTime = state.PixelToTime(m_MouseDownPos.x);
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m_InitialShownRange = state.timeAreaShownRange;
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return false;
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}
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protected override bool MouseWheel(Event evt, WindowState state)
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{
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if (Math.Abs(evt.delta.y) < 1e-5)
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return false;
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var zoomRect = TimelineWindow.instance.sequenceContentRect;
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zoomRect.yMax += TimelineWindow.instance.horizontalScrollbarHeight;
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if (!zoomRect.Contains(evt.mousePosition))
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return false;
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if (!m_WheelUsedLast || Mathf.Abs(m_LastMouseMoveX - evt.mousePosition.x) > 1.0f)
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{
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m_LastMouseMoveX = evt.mousePosition.x;
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m_FocalTime = state.PixelToTime(m_LastMouseMoveX);
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m_InitialShownRange = state.timeAreaShownRange;
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m_ZoomFactor = 1;
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}
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var newZoom = m_ZoomFactor * (-evt.delta.y * 0.02f + 1);
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newZoom = Mathf.Clamp(newZoom, 1e-7f, 1e7f);
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var lastRange = state.timeAreaShownRange;
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DoZoom(newZoom, state, m_InitialShownRange, m_FocalTime);
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// if we hit a limit, don't change the zoom
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// this prevents accumulating when zoom doesn't change
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if (lastRange != state.timeAreaShownRange)
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m_ZoomFactor = newZoom;
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m_WheelUsedLast = true;
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return true;
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}
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protected override bool MouseDrag(Event evt, WindowState state)
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{
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// Fast zoom...
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if (evt.modifiers != EventModifiers.Alt || evt.button != 1) return false;
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var mouseMoveLength = Event.current.mousePosition - m_MouseDownPos;
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var delta = Math.Abs(mouseMoveLength.x) > Math.Abs(mouseMoveLength.y)
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? mouseMoveLength.x
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: -mouseMoveLength.y;
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m_ZoomFactor = PixelToZoom(delta);
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DoZoom(m_ZoomFactor, state, m_InitialShownRange, m_FocalTime);
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m_WheelUsedLast = false;
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return true;
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}
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static float PixelToZoom(float x)
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{
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const float pixel2Zoom = 1 / 300.0f;
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x *= pixel2Zoom;
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if (x < -0.75)
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{
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// Rational function that behaves like 1+x on [-0.75,inf) and asymptotically reaches zero on (-inf,-0.75]
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// The coefficients were obtained by the following constraints:
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//1) f(-0.75) = 0.25
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//2) f'(-0.75) = 1 C1 continuity
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//3) f(-3) = 0.001 (asymptotically zero)
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return 1 / (98.6667f + 268.444f * x + 189.63f * x * x);
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}
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return 1 + x;
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}
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}
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class TimelineShortcutManipulator : Manipulator
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{
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protected override bool ValidateCommand(Event evt, WindowState state)
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{
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return evt.commandName == EventCommandNames.Copy ||
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evt.commandName == EventCommandNames.Paste ||
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evt.commandName == EventCommandNames.Duplicate ||
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evt.commandName == EventCommandNames.SelectAll ||
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evt.commandName == EventCommandNames.Delete ||
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evt.commandName == EventCommandNames.SoftDelete ||
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evt.commandName == EventCommandNames.FrameSelected;
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}
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protected override bool ExecuteCommand(Event evt, WindowState state)
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{
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if (state.IsCurrentEditingASequencerTextField())
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return false;
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if (evt.commandName == EventCommandNames.SelectAll)
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{
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TimelineAction.Invoke<SelectAllAction>(state);
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return true;
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}
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if (evt.commandName == EventCommandNames.SoftDelete)
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{
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TimelineAction.Invoke<DeleteAction>(state);
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return true;
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}
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if (evt.commandName == EventCommandNames.FrameSelected)
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{
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TimelineAction.Invoke<FrameSelectedAction>(state);
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return true;
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}
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return TimelineAction.HandleShortcut(state, evt);
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}
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}
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class InlineCurvesShortcutManipulator : Manipulator
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{
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protected override bool ExecuteCommand(Event evt, WindowState state)
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{
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if (state.IsCurrentEditingASequencerTextField())
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return false;
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var inlineCurveEditor = SelectionManager.GetCurrentInlineEditorCurve();
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if (inlineCurveEditor == null || !inlineCurveEditor.inlineCurvesSelected)
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return false;
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if (evt.commandName != EventCommandNames.FrameSelected)
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return false;
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TimelineAction.Invoke<FrameSelectedAction>(state);
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return true;
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}
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// CurveEditor uses an hardcoded shortcut to execute the FrameAll action, preventing the ShortcutManager from
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// ever picking it up. We have to hijack it to ensure our code is being run when framing inline curves.
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protected override bool KeyDown(Event evt, WindowState state)
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{
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var inlineCurveEditor = SelectionManager.GetCurrentInlineEditorCurve();
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if (inlineCurveEditor == null || !inlineCurveEditor.inlineCurvesSelected)
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return false;
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// Not conflicting with the hardcoded value
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if (evt.keyCode != KeyCode.A)
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return false;
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var combination = ShortcutManager.instance.GetShortcutBinding(Shortcuts.Timeline.frameAll)
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.keyCombinationSequence.ToList();
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var shortcutCombination = combination.First();
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var currentCombination = KeyCombination.FromKeyboardInput(evt);
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// User is not actually pressing the correct key combination for FrameAll
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if (combination.Count == 1 && shortcutCombination.Equals(currentCombination))
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TimelineAction.Invoke<FrameAllAction>(state);
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return true;
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}
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}
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}
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