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/** * Copyright 2004-2005 Epic Games, Inc. All Rights Reserved. * * +Added support for pulsing and fading the drawing components. It adds an UpdateFade() function that * will return the current fade value giving the deltatime. The child is responsible for called SetOpacity() * passing in whatever value is included. This is possibly a temporary solution * */ class UIComp_DrawComponents extends UIComponent within UIObject native(UIPrivate); // FADING enum EFadeType { EFT_None, // No fading, Opacity will EFT_Fading, // Fading to a specific Alpha EFT_Pulsing // Pulsing between Alpha 0.0 and FadeTarget }; /** Where the fade is going */ var(Fading) transient EFadeType FadeType; var(Fading) transient float FadeAlpha; var(Fading) transient float FadeTarget; var(Fading) transient float FadeTime; /** Used to create a delta for fading */ var transient float LastRenderTime; /** Used for pulsing. This is the rate at which it will occur */ var transient float FadeRate; /** How Much Longer until we reach the target Alpha */ // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) function final native Fade(float FromAlpha, float ToAlpha, float TargetFadeTime); function final native Pulse(optional float MaxAlpha=1.0, optional float MinAlpha=0.0, optional float PulseRate=1.0); function final native ResetFade(); /** OnFadeComplete will be called as soon as the fade has been completed */ delegate OnFadeComplete(UIComp_DrawComponents Sender); defaultproperties { Name="Default__UIComp_DrawComponents" ObjectArchetype=UIComponent'Engine.Default__UIComponent' } |
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