Files
UnrealEngine/Engine/Source/Runtime/UMG/Public/Animation/WidgetAnimationHandle.h
2025-05-18 13:04:45 +08:00

100 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UObject/WeakObjectPtr.h"
#include "WidgetAnimationHandle.generated.h"
#define UE_API UMG_API
class UUMGSequencePlayer;
class UUserWidget;
struct FWidgetAnimationState;
/**
* Handle to an ongoing or finished widget animation.
*/
USTRUCT(BlueprintType)
struct FWidgetAnimationHandle
{
GENERATED_BODY()
public:
/** Creates an invalid handle. */
UMG_API FWidgetAnimationHandle();
/** Gets the animation state. */
UMG_API FWidgetAnimationState* GetAnimationState() const;
public:
// For backwards compatibility in C++ code.
UMG_API UUMGSequencePlayer* GetSequencePlayer() const;
inline operator UUMGSequencePlayer*() const { return GetSequencePlayer(); }
public:
/**
* Returns whether this handle is valid.
* A valid handle may still return a null animation state if the animation has finished playing.
*/
UMG_API bool IsValid() const;
/** Gets the user tag associated with the running animation. */
UMG_API FName GetUserTag() const;
/** Sets the user tag associated with the running animation. */
UMG_API void SetUserTag(FName InUserTag);
public:
/** Type hash for using handles in maps and other containers. */
friend uint32 GetTypeHash(const FWidgetAnimationHandle& Handle)
{
return HashCombine(GetTypeHash(Handle.WeakUserWidget), Handle.StateIndex, Handle.StateSerial);
}
private:
/** Creates a handle for the given running animation on the given widget. */
UMG_API FWidgetAnimationHandle(UUserWidget* InUserWidget, int32 InStateIndex, uint32 InStateSerial);
private:
/** The widget this handle relates to. */
UPROPERTY()
TWeakObjectPtr<UUserWidget> WeakUserWidget;
/** The animation state index. */
UPROPERTY()
int32 StateIndex = INDEX_NONE;
/** The animation state serial. */
UPROPERTY()
uint32 StateSerial = 0;
// Only UUserWidget and FWidgetAnimationState can create handles.
friend class UUserWidget;
friend struct FWidgetAnimationState;
};
UCLASS(MinimalAPI)
class UWidgetAnimationHandleFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure, Category = "UMG")
static UE_API FName GetUserTag(const FWidgetAnimationHandle& Target);
UFUNCTION(BlueprintCallable, Category = "UMG")
static UE_API void SetUserTag(UPARAM(ref) FWidgetAnimationHandle& Target, FName InUserTag);
};
#undef UE_API