Touch Interface Designer 2025.2
Create touch interface with a visual editor and manage all mobile inputs like gestures
Loading...
Searching...
No Matches
FlipbookLayer.h
Go to the documentation of this file.
1// Copyright 2025 Lost in Game Studio. All Rights Reserved.
2
3#pragma once
4
6#include "Engine/Texture2DArray.h"
7#include "FlipbookLayer.generated.h"
8
10class UMaterialInterface;
11class UMaterialInstanceDynamic;
12
13UCLASS()
14class TOUCHINTERFACE_API UFlipbookLayer : public UComponentDecorator
15{
16 GENERATED_BODY()
17
18public:
20
21 virtual TSharedRef<SWidget> CreateWidgetInstance() override;
22
23 virtual void BeginDestroy() override;
24
25 virtual void Initialize(TObjectPtr<ULayoutComponent> Component) override;
26
27#if WITH_EDITOR
28 virtual void EditorInitialize() override;
29#endif
30
31#if WITH_EDITOR
32 virtual void PostLoad() override;
33
34 virtual void SynchronizeProperties() override;
35#endif
36
37 //GETTERS
38
39 // Returns the current value of animation phase
40 UFUNCTION(Category="Flipbook", BlueprintCallable, BlueprintPure)
41 virtual float GetAnimationPhase() const { return AnimationPhase; }
42
43 // Returns the current value of flipbook opacity
44 UFUNCTION(Category="Flipbook", BlueprintCallable, BlueprintPure)
45 virtual float GetFlipbookOpacity() const;
46
47 //SETTERS
48
49 virtual void SetBrush(const FSlateBrush InBrush) override;
50
51 // Set the current value of animation phase
52 UFUNCTION(Category="Flipbook", BlueprintCallable)
53 virtual void SetAnimationPhase(const float Value);
54
55 // Set the current value of opacity
56 UFUNCTION(Category="Flipbook", BlueprintCallable)
57 virtual void SetFlipbookOpacity(const float InOpacity);
58
59 UFUNCTION(Category="Flipbook", BlueprintCallable)
60 virtual void SetFlipbookTexture(UTexture2D* InTexture);
61
62 UFUNCTION(Category="Flipbook", BlueprintCallable)
63 virtual void SetGridSize(const FVector2D Value);
64
65 UFUNCTION(Category="Flipbook", BlueprintCallable)
66 virtual void SetFlipbookSpeed(const float Value);
67
68 UFUNCTION(Category="Flipbook", BlueprintCallable)
69 virtual void SetAutoAnimation(const bool bEnable);
70
71public:
72 // Use texture array for flipbook
73 UPROPERTY(Category="Flipbook Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
74 uint8 bUseTextureArray:1;
75
76 UPROPERTY(Category="Flipbook Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"), meta=(EditCondition="bUseTextureArray", EditConditionHides))
77 UTexture2DArray* FlipbookArray;
78
79 // Grid parameter for flipbook texture
80 UPROPERTY(Category="Flipbook Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
81 FVector2D Grid;
82
83 // Speed of flipbook animation (1 means 1 per seconds, 60 means 60 per seconds)
84 UPROPERTY(Category="Flipbook Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
85 float Speed;
86
87 // Animation progress. Should be between 0 to 1.
88 UPROPERTY(Category="Flipbook Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"), meta=(ClampMin=0.0f, ClampMax=1.0f))
89 float AnimationPhase;
90
91 // Auto animate flipbook
92 UPROPERTY(Category="Flipbook Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
93 uint8 bAutoAnimate:1;
94
95private:
96 int32 MaxIndex;
97
98 TSharedPtr<SFlipbookLayer> FlipbookWidget;
99};
Definition SFlipbookLayer.h:12
UComponentDecorator()
Definition ComponentDecorator.cpp:19
Category
Definition FlipbookLayer.h:40
virtual BlueprintPure float GetAnimationPhase() const
Definition FlipbookLayer.h:41
UFlipbookLayer()
Definition FlipbookLayer.cpp:12
meta
Definition FlipbookLayer.h:73
BlueprintReadOnly
Definition FlipbookLayer.h:73
virtual TSharedRef< SWidget > CreateWidgetInstance() override
Definition FlipbookLayer.cpp:22
virtual void BeginDestroy() override
Definition FlipbookLayer.cpp:33
EditAnywhere
Definition FlipbookLayer.h:73
BlueprintCallable
Definition FlipbookLayer.h:40
virtual void Initialize(TObjectPtr< ULayoutComponent > Component) override
Definition FlipbookLayer.cpp:40