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