Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/AnimationNodes/SGraphNodeSequencePlayer.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

33 lines
1.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
class SGraphNodeSequencePlayer : public SGraphNode
{
public:
SLATE_BEGIN_ARGS(SGraphNodeSequencePlayer){}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UK2Node* InNode);
// SNodePanel::SNode interface
virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
// End of SNodePanel::SNode interface
// SGraphNode interface
virtual void UpdateGraphNode() override;
virtual void CreateBelowWidgetControls(TSharedPtr<SVerticalBox> MainBox) override;
// End of SGraphNode interface
protected:
/** Get the sequence player associated with this graph node */
struct FAnimNode_SequencePlayer* GetSequencePlayer() const;
EVisibility GetSliderVisibility() const;
float GetSequencePositionRatio() const;
void SetSequencePositionRatio(float NewRatio);
FString GetPositionTooltip() const;
bool GetSequencePositionInfo(float& Out_Position, float& Out_Length, int32& FrameCount) const;
};