Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UIAnimation (UDK)
- Package:
- Engine
- Direct subclass:
- UIAnimationSeq
- This class in other games:
- UT3
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Abstract base class for all classes related to UI animation. This class simply defines the data structures used the UI animation system.
Enums
EUIAnimationInterpMode
Defines the types of interpolation that can be used for animation. (based on EViewTargetBlendFunction)
Todo: hook up...
- UIANIMMODE_Linear
- simple linear interpolation
- UIANIMMODE_EaseIn
- start of animation takes longer
- UIANIMMODE_EaseOut
- end of animation takes longer
- UIANIMMODE_EaseInOut
- beginning and end of animation take longer
EUIAnimationLoopMode
Different types of looping behaviors for UI animations.
- UIANIMLOOP_None
- no looping
- UIANIMLOOP_Continuous
- loops sequentially through keyframes, then starts over at beginning
i.e. 0, 1, 2, 3, 0, 1, 2, 3
- UIANIMLOOP_Bounce
- when the final keyframe is reached, reverses the order of the frames
i.e. 0, 1, 2, 3, 2, 1, 0, 1, 2, 3....
EUIAnimNotifyType
The different type of notification events
- EANT_WidgetFunction
- EANT_SceneFunction
- EANT_KismetEvent
- EANT_Sound
EUIAnimType
- EAT_None
- no animation
- EAT_Position
- position animation
- EAT_PositionOffset
- Position animation; not implemented by all widget types.
Values for this animation type are treated as a percentage of the current left or top position. The widget's position is never actually changed - rendering simply applies a tranform to render the widget at a different location.
- EAT_RelPosition
- relative position animation; values are specified as a percentage of the widget's size. i.e. 1.0 for the X component means
move the widget such that it's left face is moved to the current location of its right face, while maintaining the same width.
Todo: not yet implemented
- EAT_Rotation
- rotation
- EAT_RelRotation
- animation of rotation, relative to original rotation
Todo: not yet implemented
- EAT_Color
- widget color animation
- EAT_Opacity
- widget opacity animation
- EAT_Visibility
- widget visibility animation
- EAT_Scale
- widget scale animation
- EAT_Left
- left face animation
- EAT_Top
- top face animation
- EAT_Right
- right face animation
- EAT_Bottom
- bottom face animation
- EAT_PPBloom
- post-process bloom amount
- EAT_PPBlurSampleSize
- post-process blur sample size (kernel)
- EAT_PPBlurAmount
- post-process blur amount (0 - 1)
Structs
UIAnimationKeyFrame
Modifiers: native
Contains information about a single frame or destination in an animation sequence.
- float RemainingTime
- The amount of time (in seconds) that it should take for the data in this keyframe
- EUIAnimationInterpMode InterpMode
- Specifies which interpolation algorithm should be used for this keyframe.
- float InterpExponent
- For interpolation modes which require it (ease-in, ease-out), affects the degree of the curve.
- UIAnimationRawData Data
- This holds the array of AnimationOps that will be applied to this Widget
Default values:
Property | Value |
---|---|
InterpExponent | 1.5 |
InterpMode | UIANIMMODE_Linear |
UIAnimationNotify
Modifiers: native
Holds information about a given notify
Fixme: not yet implemented
- EUIAnimNotifyType NotifyType
- name NotifyName
- Holds the name of the function to call or UI sound to play
UIAnimationRawData
Modifiers: native
We don't have unions in script so we burn a little more space than I would like. Which value will be used depends on the OpType.
- float DestAsFloat
- Object.LinearColor DestAsColor
- Object.Rotator DestAsRotator
- Object.Vector DestAsVector
- UIAnimationNotify DestAsNotify
UIAnimSequence
Modifiers: native, transient
This structure holds information about a single animation sequence. Each animation sequence contains a single "track", which holds the individual keyframe data for each data-type supported by UI animation. When all keyframes for a single track have completed executing, the track is removed from the widget's copy of the UIAnimSequence.
All members of this struct are initialized at runtime based on a UIAnimationSeq subobject template defined in the game's subclass of Engine.GameUISceneClient.
- UIAnimationSeq SequenceRef
- The Template to use
- array<UIAnimTrack> AnimationTracks
- Array of animation tracks which are currently active
- EUIAnimationLoopMode LoopMode
- controls how this animation sequence loops
- float PlaybackRate
- How fast are we playing this back
UIAnimTrack
Modifiers: native
This defines a single animation track. Each track will animation only a single type of data.
- EUIAnimType TrackType
- The type of animation date contained in this track
- array<UIAnimationKeyFrame> KeyFrames
- Holds the actual key frame data
- array<UIAnimationKeyFrame> LoopFrames
- Stores a copy of the KeyFrames array for the purposes of looping.