本文整理汇总了C++中UPaperFlipbook类的典型用法代码示例。如果您正苦于以下问题:C++ UPaperFlipbook类的具体用法?C++ UPaperFlipbook怎么用?C++ UPaperFlipbook使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了UPaperFlipbook类的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: OnDrop
FReply SFlipbookKeyframeWidget::OnDrop(const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent)
{
bool bWasDropHandled = false;
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
if ((Flipbook != nullptr) && Flipbook->IsValidKeyFrameIndex(FrameIndex))
{
TSharedPtr<FDragDropOperation> Operation = DragDropEvent.GetOperation();
if (!Operation.IsValid())
{
}
else if (Operation->IsOfType<FAssetDragDropOp>())
{
const auto& AssetDragDropOp = StaticCastSharedPtr<FAssetDragDropOp>(Operation);
//@TODO: Handle asset inserts
// OnAssetsDropped(*AssetDragDropOp);
// bWasDropHandled = true;
}
else if (Operation->IsOfType<FFlipbookKeyFrameDragDropOp>())
{
const auto& FrameDragDropOp = StaticCastSharedPtr<FFlipbookKeyFrameDragDropOp>(Operation);
FrameDragDropOp->InsertInFlipbook(Flipbook, FrameIndex);
bWasDropHandled = true;
}
}
return bWasDropHandled ? FReply::Handled() : FReply::Unhandled();
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:30,代码来源:STimelineTrack.cpp
示例2: OnPaint
int32 SFlipbookTimeline::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const
{
LayerId = SCompoundWidget::OnPaint(Args, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled);
const float CurrentTimeSecs = PlayTime.Get();
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
const float TotalTimeSecs = (Flipbook != nullptr) ? Flipbook->GetTotalDuration() : 0.0f;
const int32 TotalNumFrames = (Flipbook != nullptr) ? Flipbook->GetNumFrames() : 0;
const float SlateTotalDistance = SlateUnitsPerFrame * TotalNumFrames;
const float CurrentTimeXPos = (CurrentTimeSecs / TotalTimeSecs) * SlateTotalDistance;
// Draw a line for the current scrub cursor
++LayerId;
TArray<FVector2D> LinePoints;
LinePoints.Add(FVector2D(CurrentTimeXPos, 0.f));
LinePoints.Add(FVector2D(CurrentTimeXPos, AllottedGeometry.Size.Y));
FSlateDrawElement::MakeLines(
OutDrawElements,
LayerId,
AllottedGeometry.ToPaintGeometry(),
LinePoints,
MyClippingRect,
ESlateDrawEffect::None,
FLinearColor::Red
);
return LayerId;
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:30,代码来源:SFlipbookTimeline.cpp
示例3: GetKeyFrameData
// Can return null
const FPaperFlipbookKeyFrame* SFlipbookKeyframeWidget::GetKeyFrameData() const
{
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
if ((Flipbook != nullptr) && Flipbook->IsValidKeyFrameIndex(FrameIndex))
{
return &(Flipbook->GetKeyFrameChecked(FrameIndex));
}
return nullptr;
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:11,代码来源:STimelineTrack.cpp
示例4: MakeShareable
void SFlipbookKeyframeWidget::Construct(const FArguments& InArgs, int32 InFrameIndex, TSharedPtr<FUICommandList> InCommandList)
{
FrameIndex = InFrameIndex;
CommandList = MakeShareable(new FUICommandList);
CommandList->Append(InCommandList.ToSharedRef());
SlateUnitsPerFrame = InArgs._SlateUnitsPerFrame;
FlipbookBeingEdited = InArgs._FlipbookBeingEdited;
OnSelectionChanged = InArgs._OnSelectionChanged;
// Color each region based on whether a sprite has been set or not for it
const auto BorderColorDelegate = [](TAttribute<UPaperFlipbook*> ThisFlipbookPtr, int32 TestIndex) -> FSlateColor
{
UPaperFlipbook* FlipbookPtr = ThisFlipbookPtr.Get();
const bool bFrameValid = (FlipbookPtr != nullptr) && (FlipbookPtr->GetSpriteAtFrame(TestIndex) != nullptr);
return bFrameValid ? FLinearColor::White : FLinearColor::Black;
};
ChildSlot
[
SNew(SOverlay)
+SOverlay::Slot()
[
SNew(SBox)
.Padding(FFlipbookUIConstants::FramePadding)
.WidthOverride(this, &SFlipbookKeyframeWidget::GetFrameWidth)
[
SNew(SBorder)
.BorderImage(FPaperStyle::Get()->GetBrush("FlipbookEditor.RegionBody"))
.BorderBackgroundColor_Static(BorderColorDelegate, FlipbookBeingEdited, FrameIndex)
.OnMouseButtonUp(this, &SFlipbookKeyframeWidget::KeyframeOnMouseButtonUp)
.ToolTipText(this, &SFlipbookKeyframeWidget::GetKeyframeTooltip)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SNew(STextBlock)
.ColorAndOpacity(FLinearColor::Black)
.Text(this, &SFlipbookKeyframeWidget::GetKeyframeText)
]
]
]
+SOverlay::Slot()
.HAlign(HAlign_Right)
[
SNew(SBox)
.WidthOverride(FFlipbookUIConstants::HandleWidth)
[
SNew(SFlipbookTrackHandle)
.SlateUnitsPerFrame(SlateUnitsPerFrame)
.FlipbookBeingEdited(FlipbookBeingEdited)
.KeyFrameIdx(FrameIndex)
]
]
];
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:54,代码来源:STimelineTrack.cpp
示例5: GetFrameWidth
FOptionalSize SFlipbookKeyframeWidget::GetFrameWidth() const
{
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
if (Flipbook && Flipbook->IsValidKeyFrameIndex(FrameIndex))
{
const FPaperFlipbookKeyFrame& KeyFrame = Flipbook->GetKeyFrameChecked(FrameIndex);
return FMath::Max<float>(0, KeyFrame.FrameRun * SlateUnitsPerFrame.Get() - FFlipbookUIConstants::HandleWidth);
}
else
{
return 1;
}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:13,代码来源:STimelineTrack.cpp
示例6: OnDragDetected
FReply SFlipbookKeyframeWidget::OnDragDetected(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
if (MouseEvent.IsMouseButtonDown(EKeys::LeftMouseButton))
{
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
if ((Flipbook != nullptr) && Flipbook->IsValidKeyFrameIndex(FrameIndex))
{
TSharedRef<FFlipbookKeyFrameDragDropOp> Operation = FFlipbookKeyFrameDragDropOp::New(
GetFrameWidth().Get(), Flipbook, FrameIndex);
return FReply::Handled().BeginDragDrop(Operation);
}
}
return FReply::Unhandled();
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:16,代码来源:STimelineTrack.cpp
示例7: GetKeyframeTooltip
FText SFlipbookKeyframeWidget::GetKeyframeTooltip() const
{
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
if ((Flipbook != nullptr) && Flipbook->IsValidKeyFrameIndex(FrameIndex))
{
const FPaperFlipbookKeyFrame& KeyFrame = Flipbook->GetKeyFrameChecked(FrameIndex);
FText SpriteLine = (KeyFrame.Sprite != nullptr) ? FText::FromString(KeyFrame.Sprite->GetName()) : LOCTEXT("NoSprite", "(none)");
return FText::Format(LOCTEXT("KeyFrameTooltip", "Sprite: {0}\nIndex: {1}\nDuration: {2} frame(s)"),
SpriteLine,
FText::AsNumber(FrameIndex),
FText::AsNumber(KeyFrame.FrameRun));
}
else
{
return LOCTEXT("KeyFrameTooltip_Invalid", "Invalid key frame index");
}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:19,代码来源:STimelineTrack.cpp
示例8: CheckForRebuild
void SFlipbookTimeline::CheckForRebuild(bool bRebuildAll)
{
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
const int32 NewNumKeyframes = (Flipbook != nullptr) ? Flipbook->GetNumKeyFrames() : 0;
if ((NewNumKeyframes != NumKeyFramesFromLastRebuild) || bRebuildAll)
{
NumKeyFramesFromLastRebuild = NewNumKeyframes;
TimelineTrack->Rebuild();
}
const int32 NewNumFrames = (Flipbook != nullptr) ? Flipbook->GetNumFrames() : 0;
if ((NewNumFrames != NumFramesFromLastRebuild) || bRebuildAll)
{
NumFramesFromLastRebuild = NewNumFrames;
TimelineHeader->Rebuild();
RebuildPerFrameBG();
}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:19,代码来源:SFlipbookTimeline.cpp
示例9: FPaperFlipbookKeyFrame
void SFlipbookTimeline::OnAssetsDropped(const class FAssetDragDropOp& DragDropOp)
{
//@TODO: Support inserting in addition to dropping at the end
TArray<FPaperFlipbookKeyFrame> NewFrames;
for (const FAssetData& AssetData : DragDropOp.AssetData)
{
if (UObject* Object = AssetData.GetAsset())
{
if (UPaperSprite* SpriteAsset = Cast<UPaperSprite>(Object))
{
// Insert this sprite as a keyframe
FPaperFlipbookKeyFrame& NewFrame = *new (NewFrames) FPaperFlipbookKeyFrame();
NewFrame.Sprite = SpriteAsset;
}
else if (UPaperFlipbook* FlipbookAsset = Cast<UPaperFlipbook>(Object))
{
// Insert all of the keyframes from the other flipbook into this one
for (int32 KeyIndex = 0; KeyIndex < FlipbookAsset->GetNumKeyFrames(); ++KeyIndex)
{
const FPaperFlipbookKeyFrame& OtherFlipbookFrame = FlipbookAsset->GetKeyFrameChecked(KeyIndex);
FPaperFlipbookKeyFrame& NewFrame = *new (NewFrames) FPaperFlipbookKeyFrame();
NewFrame = OtherFlipbookFrame;
}
}
}
}
UPaperFlipbook* ThisFlipbook = FlipbookBeingEdited.Get();
if (NewFrames.Num() && (ThisFlipbook != nullptr))
{
const FScopedTransaction Transaction(LOCTEXT("DroppedAssetOntoTimeline", "Insert assets as frames"));
ThisFlipbook->Modify();
FScopedFlipbookMutator EditLock(ThisFlipbook);
EditLock.KeyFrames.Append(NewFrames);
}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:37,代码来源:SFlipbookTimeline.cpp
示例10: NoFramesWarningVisibility
EVisibility SFlipbookTimeline::NoFramesWarningVisibility() const
{
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
const int32 TotalNumFrames = (Flipbook != nullptr) ? Flipbook->GetNumFrames() : 0;
return (TotalNumFrames == 0) ? EVisibility::Visible : EVisibility::Collapsed;
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:6,代码来源:SFlipbookTimeline.cpp
示例11: SNew
void SFlipbookTimeline::Construct(const FArguments& InArgs, TSharedPtr<FUICommandList> InCommandList)
{
FlipbookBeingEdited = InArgs._FlipbookBeingEdited;
PlayTime = InArgs._PlayTime;
OnSelectionChanged = InArgs._OnSelectionChanged;
CommandList = InCommandList;
SlateUnitsPerFrame = 120.0f;
BackgroundPerFrameSlices = SNew(SHorizontalBox);
TimelineHeader = SNew(STimelineHeader)
.SlateUnitsPerFrame(this, &SFlipbookTimeline::GetSlateUnitsPerFrame)
.FlipbookBeingEdited(FlipbookBeingEdited)
.PlayTime(PlayTime);
TimelineTrack = SNew(SFlipbookTimelineTrack, CommandList)
.SlateUnitsPerFrame(this, &SFlipbookTimeline::GetSlateUnitsPerFrame)
.FlipbookBeingEdited(FlipbookBeingEdited)
.OnSelectionChanged(OnSelectionChanged);
ChildSlot
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush("ToolPanel.GroupBorder") )
[
SNew(SScrollBox)
.Orientation(Orient_Horizontal)
.ScrollBarAlwaysVisible(true)
+SScrollBox::Slot()
[
SNew(SOverlay)
// Per-frame background
+SOverlay::Slot()
.VAlign(VAlign_Fill)
[
BackgroundPerFrameSlices.ToSharedRef()
]
// Flipbook header and track
+SOverlay::Slot()
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
.Padding(0,0,0,2)
[
TimelineHeader.ToSharedRef()
]
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SBox)
.HeightOverride(FFlipbookUIConstants::FrameHeight)
[
TimelineTrack.ToSharedRef()
]
]
]
// Empty flipbook instructions
+ SOverlay::Slot()
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
[
SNew(STextBlock)
.Visibility(this, &SFlipbookTimeline::NoFramesWarningVisibility)
.Text(LOCTEXT("EmptyTimelineInstruction", "Right-click here or drop in sprites to add key frames"))
]
]
]
];
UPaperFlipbook* Flipbook = FlipbookBeingEdited.Get();
NumKeyFramesFromLastRebuild = (Flipbook != nullptr) ? Flipbook->GetNumKeyFrames() : 0;
NumFramesFromLastRebuild = (Flipbook != nullptr) ? Flipbook->GetNumFrames() : 0;
RebuildPerFrameBG();
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:81,代码来源:SFlipbookTimeline.cpp
注:本文中的UPaperFlipbook类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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