168 lines
7.8 KiB
C++
168 lines
7.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AssetRegistry/AssetData.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "LevelSequenceShotMetaDataLibrary.generated.h"
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#define UE_API LEVELSEQUENCE_API
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class ULevelSequence;
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struct FAssetData;
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/**
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* Manages ULevelSequence meta data that is common for rating shots in cinematic workflows.
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* Manages access to UMovieSceneShotsMetaData for ULevelSequences.
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*/
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UCLASS(MinimalAPI)
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class ULevelSequenceShotMetaDataLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Gets whether the user has marked this shot as no good.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsNoGood(const ULevelSequence* InLevelSequence, bool& bOutNoGood);
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/**
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* Gets whether this was flagged by a user.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsFlagged(const ULevelSequence* InLevelSequence, bool& bOutIsFlagged);
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/**
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* Gets whether this was recorded.
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* @return Whether the value was set.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsRecorded(const ULevelSequence* InLevelSequence, bool& bOutIsRecorded);
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/**
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* Gets whether this was recorded as a subsequence.
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* @return Whether the value was set.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsSubSequence(const ULevelSequence* InLevelSequence, bool& bOutIsSubSequence);
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/**
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* Gets the favorite rating. The favorite rating is like a star rating, usually 1-3 if it was rated.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetFavoriteRating(const ULevelSequence* InLevelSequence, int32& OutFavoriteRating);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsNoGood(const ULevelSequence* InLevelSequence);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsFlagged(const ULevelSequence* InLevelSequence);
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/** @return Whether IsRecorded has been set. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsRecorded(const ULevelSequence* InLevelSequence);
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/** @return Whether IsSubSequence has been set. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsSubSequence(const ULevelSequence* InLevelSequence);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasFavoriteRating(const ULevelSequence* InLevelSequence);
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/** Sets whether the user has marked this shot as no good. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void SetIsNoGood(ULevelSequence* InLevelSequence, bool bInIsNoGood);
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/** Sets whether this was flagged by a user. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void SetIsFlagged(ULevelSequence* InLevelSequence, bool bInIsFlagged);
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/** Sets whether this sequence was recorded. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void SetIsRecorded(ULevelSequence* InLevelSequence, bool bInIsRecorded);
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/** Sets whether this is a subsequence. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void SetIsSubSequence(ULevelSequence* InLevelSequence, bool bInIsSubSequence);
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/** Sets the favorite rating. The favorite rating is like a star rating, usually 1-3 if it was rated. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void SetFavoriteRating(ULevelSequence* InLevelSequence, int32 InFavoriteRating);
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/** Clear the IsNoGood flag. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void ClearIsNoGood(ULevelSequence* InLevelSequence);
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/** Clear IsFlagged flag. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void ClearIsFlagged(ULevelSequence* InLevelSequence);
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/** Clear IsRecorded flag. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void ClearIsRecorded(ULevelSequence* InLevelSequence);
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/** Clear IsSubSequence flag. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void ClearIsSubSequence(ULevelSequence* InLevelSequence);
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/** Clears the favorite rating. */
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UFUNCTION(BlueprintCallable, Category = "Level Sequence")
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static UE_API void ClearFavoriteRating(ULevelSequence* InLevelSequence);
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/** @return The asset tag for the IsNoGood value. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API FName GetIsNoGoodAssetTag();
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/** @return The asset tag for the IsFlagged value. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API FName GetIsFlaggedAssetTag();
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/** @return The asset tag for the IsRecorded value. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API FName GetIsRecordedAssetTag();
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/** @return The asset tag for the IsSubSequence value. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API FName GetIsSubSequenceAssetTag();
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/** @return The asset tag for the FavoriteRating value. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API FName GetFavoriteRatingAssetTag();
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/**
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* Gets whether the user has marked this shot as no good.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsNoGoodByAssetData(const FAssetData& InAssetData, bool& bOutNoGood);
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/**
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* Gets whether this was flagged by a user.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsFlaggedByAssetData(const FAssetData& InAssetData, bool& bOutIsFlagged);
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/**
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* Gets whether this was recorded.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsRecordedByAssetData(const FAssetData& InAssetData, bool& bOutIsRecorded);
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/**
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* Gets whether this was recorded as a sub sequence.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetIsSubSequenceByAssetData(const FAssetData& InAssetData, bool& bOutIsSubSequence);
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/**
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* Gets the favorite rating. The favorite rating is like a star rating, usually 1-3 if it was rated.
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* @return Whether the value was set by the user.
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*/
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool GetFavoriteRatingByAssetData(const FAssetData& InAssetData, int32& OutFavoriteRating);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsNoGoodByAssetData(const FAssetData& InAssetData);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsFlaggedByAssetData(const FAssetData& InAssetData);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsRecordedByAssetData(const FAssetData& InAssetData);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasIsSubSequenceByAssetData(const FAssetData& InAssetData);
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/** @return Whether the user has ever set a value for this property. */
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UFUNCTION(BlueprintPure, Category = "Level Sequence")
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static UE_API bool HasFavoriteRatingByAssetData(const FAssetData& InAssetData);
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};
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#undef UE_API
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