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Engine.UIAnimation


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class UIAnimation extends UIRoot
	abstract
	native(UserInterface);


// Describes what value is animated on a given Opperation
enum EUIAnimType
{
	EAT_None,		// Dummy Data
	EAT_Position,	// We are animating the position of the widget
	EAT_RelPosition,// We are animating the Position of a widget relative to it's anchor point
	EAT_Rotation,	// We are animating the rotation of the widget
	EAT_RelRotation,// We are animating the rotation of the widget relative to it's starting rotation.
	EAT_Color,		// We are animating the Color of the widget
	EAT_Opacity,	// We are animating the opacity of the widget
	EAT_Visibility,	// We are animating the visibiltiy of the widget
	EAT_Scale,		// We are animating the scale of the widget
	EAT_Left,		// We are animating just the left side of the widget
	EAT_Top,		// We are animating just the top of the widget
	EAT_Right,		// We are animating the height of the widget
	EAT_Bottom,		// We are a notify track
	EAT_MAX
};


/** The different type of notification events */
enum EUIAnimNotifyType
{
	EANT_WidgetFunction,
	EANT_SceneFunction,
	EANT_KismetEvent,
	EANT_Sound,
};


/**
 * Holds information about a given notify
 */
struct native UIAnimationNotify
{
	// What type of notication is this
	var EUIAnimNotifyType NotifyType;

	/** Holds the name of the function to call or UI sound to play */

	var name NotifyName;
};


/**
 * We don't have unions in script so we burn a little more space
 * than I would like.  Which value will be used depends on the OpType.
 */
struct native UIAnimationRawData
{
	var float				DestAsFloat;
	var LinearColor 		DestAsColor;
	var Rotator				DestAsRotator;
	var Vector				DestAsVector;
	var UIAnimationNotify   DestAsNotify;
};

/**
 * UTUIAnimationKeyFrames are a collection of 1 or more UTUIAnimationOps that
 * will be applied to a given widget.
 */
struct native UIAnimationKeyFrame
{
	/** This is the timemark where this frame is fully in effect.  Note Timemark is
		represented as a % of the total  */
	var float TimeMark;

	/** This holds the array of AnimationOps that will be applied to this Widget */
	var UIAnimationRawData Data;
};


/**
 * This defines a single animation track.  Each track will animation only a single
 * type of data.
 */

struct native UIAnimTrack
{
	/** The type of animation date contained in this track */
	var EUIAnimType TrackType;

	/** Which child widget does this track affect.  Can be NAME_None */
	var name TrackWidgetTag;

	/** Holds the actual key frame data */
	var array<UIAnimationKeyFrame> KeyFrames;

	/* ---------- These are only available when playing -----*/

	/** The widget we are being applied to if it's not the current */
	var transient UIObject TargetWidget;

};


/** Holds a reference to an animation Sequence */

struct native UIAnimSeqRef
{

	/** The Template to use */
	var UIAnimationSeq SeqRef;

	/** How fast are we playing this back */
	var float PlaybackRate;

	/** How long have we been playing */
	var float AnimTime;

	/** This animation is playing */
	var bool bIsPlaying;

	/** This animation is looping */
	var bool bIsLooping;

	/** Holds a count of the # of times this animation has looped. */
	var int LoopCount;

	/** Initial rendering offset before any animation has occurred. */
	var vector InitialRenderOffset;

	/** Initial rotation before any animation has occurred. */
	var rotator InitialRotation;
};

defaultproperties
{
   Name="Default__UIAnimation"
   ObjectArchetype=UIRoot'Engine.Default__UIRoot'
}

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Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:16.473 - Created with UnCodeX