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* New custom widget for EAlphaBlendOption properties showing a combo box with the curve graph and name inside it. Once clicking on it, a borderless overlay window will be opened showing a grid of available curve types (like in Sequencer). * Refactor: Separated the easing customization into a grid compound widget that shows the curve types and the actual customization. * The grid widget holding the curves now has a filter, to exclude unsupported curve types for various situations. (e.g. we do support more easing curve types than we do for alpha blends in state transitions). * Created a new compound widget that shows a curve and the name below it, which is used as button content for the new combo box. * Curve types use grouping set in the enum. Testing: * Made sure the easing curve type menu in Sequencer works the way it worked before. * Made sure the blend modes in the state transitions and e.g. a blend poses anim graph node works the same way as before. #jira: https://jira.it.epicgames.com/browse/UE-166261 Initial slack channel discussion: https://epicgames.slack.com/archives/C044VB3LCKX/p1664989593947499 Continued slack thread: https://epicgames.slack.com/archives/C0450453V6J/p1665577875211299 #preflight 63578cdef726e94fe038af63 [CL 22746945 by benjamin jillich in ue5-main branch]
46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "HAL/Platform.h"
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#include "IDetailCustomization.h"
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#include "Generators/MovieSceneEasingCurves.h"
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#include "Templates/SharedPointer.h"
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#include "Widgets/SCompoundWidget.h"
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class IDetailLayoutBuilder;
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enum class EMovieSceneBuiltInEasing : uint8;
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class FReply;
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class IPropertyHandle;
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/** Widget showing the curve graph */
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class SBuiltInFunctionVisualizer : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SBuiltInFunctionVisualizer) {}
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SLATE_END_ARGS();
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virtual ~SBuiltInFunctionVisualizer() = default;
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void Construct(const FArguments& InArgs, EMovieSceneBuiltInEasing InValue);
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void SetType(EMovieSceneBuiltInEasing InValue);
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void SetAnimationDuration(float TimeInSeconds) { AnimationDuration = TimeInSeconds; }
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private:
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void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override final;
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void OnMouseLeave(const FPointerEvent& MouseEvent) override final;
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EActiveTimerReturnType TickInterp(const double InCurrentTime, const float InDeltaTime);
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int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const;
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TSharedPtr<FActiveTimerHandle> TimerHandle;
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double MouseOverTime;
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EMovieSceneBuiltInEasing EasingType;
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FVector2D InterpValue;
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TArray<FVector2D> Samples;
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float AnimationDuration = 0.5f; /** Preview animation duration in seconds. */
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}; |