Initial Commit
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using UnityEngine;
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namespace UnityEditor.Timeline
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{
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partial class TimelineWindow
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{
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readonly Control m_PreTreeViewControl = new Control();
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readonly Control m_PostTreeViewControl = new Control();
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readonly RectangleSelect m_RectangleSelect = new RectangleSelect();
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readonly RectangleZoom m_RectangleZoom = new RectangleZoom();
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void InitializeManipulators()
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{
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// Order is important!
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// Manipulators that needs to be processed BEFORE the treeView (mainly anything clip related)
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m_PreTreeViewControl.AddManipulator(new HeaderSplitterManipulator());
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m_PreTreeViewControl.AddManipulator(new TimelinePanManipulator());
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m_PreTreeViewControl.AddManipulator(new TrackResize());
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m_PreTreeViewControl.AddManipulator(new InlineCurveResize());
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m_PreTreeViewControl.AddManipulator(new TrackZoom());
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m_PreTreeViewControl.AddManipulator(new Jog());
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m_PreTreeViewControl.AddManipulator(TimelineZoomManipulator.Instance);
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m_PreTreeViewControl.AddManipulator(new ContextMenuManipulator());
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m_PreTreeViewControl.AddManipulator(new EaseClip());
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m_PreTreeViewControl.AddManipulator(new TrimClip());
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m_PreTreeViewControl.AddManipulator(new SelectAndMoveItem());
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m_PreTreeViewControl.AddManipulator(new TrackDoubleClick());
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m_PreTreeViewControl.AddManipulator(new DrillIntoClip());
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m_PreTreeViewControl.AddManipulator(new InlineCurvesShortcutManipulator());
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// Manipulators that needs to be processed AFTER the treeView or any GUI element able to use event (like inline curves)
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m_PostTreeViewControl.AddManipulator(new MarkerHeaderTrackManipulator());
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m_PostTreeViewControl.AddManipulator(new TimeAreaContextMenu());
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m_PostTreeViewControl.AddManipulator(new TrackShortcutManipulator());
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m_PostTreeViewControl.AddManipulator(new TimelineShortcutManipulator());
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m_PostTreeViewControl.AddManipulator(new ClearSelection());
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}
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}
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}
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