114 lines
3.4 KiB
C++
114 lines
3.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TimeManagementBlueprintLibrary.h"
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#include "Misc/App.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(TimeManagementBlueprintLibrary)
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float UTimeManagementBlueprintLibrary::Conv_FrameRateToSeconds(const FFrameRate& InFrameRate)
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{
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// @note: this has been deprecated as it returns FPS, not "SPF" as the description indicates it should - see Conv_FrameRateToInterval below
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// Accept the loss of precision from conversion when in use with Blueprints.
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return (float)InFrameRate.AsDecimal();
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}
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float UTimeManagementBlueprintLibrary::Conv_FrameRateToInterval(const FFrameRate InFrameRate)
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{
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// Accept the loss of precision from conversion when in use with Blueprints.
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return (float)InFrameRate.AsInterval();
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}
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float UTimeManagementBlueprintLibrary::Conv_QualifiedFrameTimeToSeconds(const FQualifiedFrameTime& InFrameTime)
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{
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// Accept the loss of precision from conversion when in use with Blueprints.
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return (float)InFrameTime.AsSeconds();
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}
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FFrameTime UTimeManagementBlueprintLibrary::Multiply_SecondsFrameRate(float TimeInSeconds, const FFrameRate& FrameRate)
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{
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return FrameRate.AsFrameTime(TimeInSeconds);
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}
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FString UTimeManagementBlueprintLibrary::Conv_TimecodeToString(const FTimecode& InTimecode, bool bForceSignDisplay)
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{
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return InTimecode.ToString(bForceSignDisplay);
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}
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FTimecode UTimeManagementBlueprintLibrary::GetTimecode()
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{
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return FApp::GetTimecode();
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}
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FFrameRate UTimeManagementBlueprintLibrary::GetTimecodeFrameRate()
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{
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return FApp::GetTimecodeFrameRate();
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}
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bool UTimeManagementBlueprintLibrary::IsValid_Framerate(const FFrameRate& InFrameRate)
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{
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return InFrameRate.IsValid();
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}
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bool UTimeManagementBlueprintLibrary::IsValid_MultipleOf(const FFrameRate& InFrameRate, const FFrameRate& OtherFramerate)
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{
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return InFrameRate.IsMultipleOf(OtherFramerate);
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}
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FFrameTime UTimeManagementBlueprintLibrary::TransformTime(const FFrameTime& SourceTime, const FFrameRate& SourceRate, const FFrameRate& DestinationRate)
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{
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return FFrameRate::TransformTime(SourceTime, SourceRate, DestinationRate);
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}
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FFrameTime UTimeManagementBlueprintLibrary::SnapFrameTimeToRate(const FFrameTime& SourceTime, const FFrameRate& SourceRate, const FFrameRate& SnapToRate)
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{
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return FFrameRate::Snap(SourceTime, SourceRate, SnapToRate);
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}
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FFrameNumber UTimeManagementBlueprintLibrary::Add_FrameNumberFrameNumber(FFrameNumber A, FFrameNumber B)
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{
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FFrameNumber Result = A;
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Result.Value += B.Value;
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return Result;
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}
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FFrameNumber UTimeManagementBlueprintLibrary::Subtract_FrameNumberFrameNumber(FFrameNumber A, FFrameNumber B)
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{
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FFrameNumber Result = A;
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Result.Value -= B.Value;
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return Result;
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}
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FFrameNumber UTimeManagementBlueprintLibrary::Add_FrameNumberInteger(FFrameNumber A, int32 B)
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{
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FFrameNumber Result = A;
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Result.Value += B;
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return Result;
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}
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FFrameNumber UTimeManagementBlueprintLibrary::Subtract_FrameNumberInteger(FFrameNumber A, int32 B)
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{
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FFrameNumber Result = A;
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Result.Value -= B;
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return Result;
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}
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FFrameNumber UTimeManagementBlueprintLibrary::Multiply_FrameNumberInteger(FFrameNumber A, int32 B)
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{
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FFrameNumber Result = A;
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Result.Value *= B;
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return Result;
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}
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FFrameNumber UTimeManagementBlueprintLibrary::Divide_FrameNumberInteger(FFrameNumber A, int32 B)
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{
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FFrameNumber Result = A;
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Result.Value /= B;
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return Result;
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}
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int32 UTimeManagementBlueprintLibrary::Conv_FrameNumberToInteger(const FFrameNumber& InFrameNumber)
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{
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return InFrameNumber.Value;
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}
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