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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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