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/** * TextureFlipBook * FlipBook texture support base class. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class TextureFlipBook extends Texture2D native hidecategories(Object) inherits(FTickableObject); // TextureFlipBook /** Time into the movie in seconds. */ var const transient float TimeIntoMovie; /** Time that has passed since the last frame. Will be adjusted by decoder to combat drift. */ var const transient float TimeSinceLastFrame; /** The horizontal scale factor */ var const transient float HorizontalScale; /** The vertical scale factor */ var const transient float VerticalScale; /** Whether the movie is currently paused. */ var const bool bPaused; /** Whether the movie is currently stopped. */ var const bool bStopped; /** Whether the movie should loop when it reaches the end. */ var(FlipBook) bool bLooping; /** Whether the movie should automatically start playing when it is loaded. */ var(FlipBook) bool bAutoPlay; /** The horizontal and vertical sub-image count */ var(FlipBook) int HorizontalImages; var(FlipBook) int VerticalImages; /** FlipBookMethod * * This defines the order by which the images should be 'flipped through' * TFBM_UL_ROW Start upper-left, go across to the the right, go to * the next row down left-most and repeat. * TFBM_UL_COL Start upper-left, go down to the bottom, pop to the * top of the next column to the right and repeat. * TFBM_UR_ROW Start upper-right, go across to the the left, go to * the next row down right-most and repeat. * TFBM_UR_COL Start upper-right, go down to the bottom, pop to the * top of the next column to the left and repeat. * TFBM_LL_ROW Start lower-left, go across to the the right, go to * the next row up left-most and repeat. * TFBM_LL_COL Start lower-left, go up to the top, pop to the * bottom of the next column to the right and repeat. * TFBM_LR_ROW Start lower-right, go across to the the left, go to * the next row up left-most and repeat. * TFBM_LR_COL Start lower-right, go up to the top, pop to the * bottom of the next column to the left and repeat. * TFBM_RANDOM Randomly select the next image * */ enum TextureFlipBookMethod { TFBM_UL_ROW, TFBM_UL_COL, TFBM_UR_ROW, TFBM_UR_COL, TFBM_LL_ROW, TFBM_LL_COL, TFBM_LR_ROW, TFBM_LR_COL, TFBM_RANDOM }; var(FlipBook) TextureFlipBookMethod FBMethod; /** The time to display a single frame */ var(FlipBook) float FrameRate; var private float FrameTime; /** The current sub-image row */ var const transient int CurrentRow; /** The current sub-image column */ var const transient int CurrentColumn; /** The current sub-image row for the render-thread */ var const transient float RenderOffsetU; /** The current sub-image column for the render-thread */ var const transient float RenderOffsetV; /** Command fence used to shut down properly */ var native const pointer ReleaseResourcesFence{FRenderCommandFence}; /** Plays the movie and also unpauses. */ native function Play(); /** Pauses the movie. */ native function Pause(); /** Stops movie playback. */ native function Stop(); /** Sets the current frame of the 'movie'. */ native function SetCurrentFrame(int Row, int Col); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) defaultproperties { bLooping=True bAutoPlay=True HorizontalImages=1 VerticalImages=1 FrameRate=4.000000 FrameTime=0.250000 AddressX=TA_Clamp AddressY=TA_Clamp Name="Default__TextureFlipBook" ObjectArchetype=Texture2D'Engine.Default__Texture2D' } |
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