text: // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
  
  
  #pragma once
  
  /*-----------------------------------------------------------------------------
  	FInterpEdViewportClient
  -----------------------------------------------------------------------------*/
  
  /** Struct for passing commonly used draw params into draw routines */
  struct FInterpTrackLabelDrawParams
  {
  	/** Textures used to represent buttons */
  	UTexture2D* CamUnlockedIcon;
  	UTexture2D* CamLockedIcon;
  	UTexture2D* ForwardEventOnTex;
  	UTexture2D* ForwardEventOffTex;
  	UTexture2D* BackwardEventOnTex;
  	UTexture2D* BackwardEventOffTex;
  	UTexture2D* DisableTrackTex;
  	UTexture2D* GraphOnTex;
  	UTexture2D* GraphOffTex;
  	UTexture2D* TrajectoryOnTex;
  	/** The color of the group label */
  	FColor GroupLabelColor;
  	/** The height of the area for drawing tracks */
  	int32 TrackAreaHeight;
  	/** The number of pixels to indent a track by */
  	int32 IndentPixels;
  	/** The size of the view in X */	 
  	int32 ViewX;
  	/** The size of the view in Y */
  	int32 ViewY;
  	/** The offset in Y from the previous track*/
  	int32 YOffset;
  	/** True if a track is selected*/
  	bool bTrackSelected;
  };
  
  /** Struct for containing all information to draw keyframes */
  struct FKeyframeDrawInfo
  {
  	/** Position of the keyframe in the editor*/
  	FVector2D KeyPos;
  	/** Time of the keyframe */
  	float KeyTime;
  	/** Color of the keyframe */
  	FColor KeyColor;
  	/** True if the keyframe is selected */
  	bool bSelected;
  
  	/** Comparison routines.  
  	 * Two keyframes are said to be equal (for drawing purposes) if they are at the same time
  	 * Does not do any tolerance comparison for now.
  	 */
  	bool operator==( const FKeyframeDrawInfo& Other ) const
  	{
  		return KeyTime == Other.KeyTime;
  	}
  
  	bool operator<( const FKeyframeDrawInfo& Other ) const
  	{
  		return KeyTime < Other.KeyTime;
  	}
  
  	bool operator>( const FKeyframeDrawInfo& Other ) const
  	{
  		return KeyTime > Other.KeyTime;
  	}
  
  };
  