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