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Engine.UIComp_DrawComponents


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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)
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// (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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Class file time: tr 31-1-2018 17:18:12.000 - Creation time: sk 18-3-2018 10:01:16.548 - Created with UnCodeX