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- Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up) - Deprecated GetNumberOfFrames and GetRawNumberOfFrames instead added GetNumberOfSampledKeys - Deprecated SetRawNumberOfFrames and instead added SetNumberOfSampledKeys - Added SamplingFrameRate (FFrameRate), which is populated according to the sequence's actual number of frames and length - Changed some behaviour to use FFrameRate API to calculate frame number / timings - Deprecated GetFrameRate and instead added GetSamplingFrameRate - Fixed uses where NumFrames was assumed to contain the number of frames rather than the number of keys (ResizeSequence, AddLoopingInterpolation, CropAnimation, InsertKeysIntoRawData) UAnimStreamable: - Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up) ITimeManagementModule: - Exposed GetCommonFrameRates through the abstract interface to get around circular Engine module dependency #jira UE-102191 #rb Martin.Wilson [CL 14608938 by Jurre deBaare in ue5-main branch]
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#define TIMEMANAGEMENT_MODULE_NAME TEXT("TimeManagement")
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class FTimedDataInputCollection;
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class TIMEMANAGEMENT_API ITimeManagementModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to ITimeManagementModule
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* @return Returns ITimeManagementModule singleton instance, loading the module on demand if needed
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*/
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static inline ITimeManagementModule& Get()
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{
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return FModuleManager::LoadModuleChecked<ITimeManagementModule>(TIMEMANAGEMENT_MODULE_NAME);
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded(TIMEMANAGEMENT_MODULE_NAME);
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}
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/** Get the collection of the ITimedDataInput and ITimedDataInputGroups. */
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virtual FTimedDataInputCollection& GetTimedDataInputCollection() = 0;
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/** Returns all stored common frame rates */
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virtual TArrayView<const struct FCommonFrameRateInfo> GetAllCommonFrameRates() = 0;
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};
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