Files
UnrealEngine/Engine/Source/Editor/AnimationBlueprintEditor/Private/AnimationNodes/SGraphNodeSequencePlayer.h
2025-05-18 13:04:45 +08:00

56 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimationNodes/SAnimationGraphNode.h"
#include "Containers/Array.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "Layout/Visibility.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
class SVerticalBox;
class UAnimGraphNode_Base;
struct FGraphInformationPopupInfo;
struct FNodeInfoContext;
class SGraphNodeSequencePlayer : public SAnimationGraphNode
{
public:
SLATE_BEGIN_ARGS(SGraphNodeSequencePlayer){}
SLATE_END_ARGS()
// Reverse index of the debug slider widget
static const int32 DebugSliderSlotReverseIndex = 2;
void Construct(const FArguments& InArgs, UAnimGraphNode_Base* InNode);
// SNodePanel::SNode interface
virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
// End of SNodePanel::SNode interface
// SGraphNode interface
virtual void UpdateGraphNode() override;
virtual void CreateBelowPinControls(TSharedPtr<SVerticalBox> MainBox) override;
// End of SGraphNode interface
protected:
/** Get the sequence player associated with this graph node */
struct FAnimNode_SequencePlayer* GetSequencePlayer() const;
EVisibility GetSliderVisibility() const;
float GetSequencePositionRatio() const;
void SetSequencePositionRatio(float NewRatio);
FText GetPositionTooltip() const;
bool GetSequencePositionInfo(float& Out_Position, float& Out_Length, int32& FrameCount) const;
// Invalidates the node's label if we are syncing based on graph context
void UpdateGraphSyncLabel();
// Cached name to display when sync groups are dynamic
FName CachedSyncGroupName;
};