Open 3D Engine LyShine Gem API Reference 23.10.0
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IUiAnimationSystem Struct Referenceabstract

#include <IUiAnimation.h>

Inherited by UiAnimationSystem.

Public Types

enum  ESequenceStopBehavior { eSSB_LeaveTime = 0 , eSSB_GotoEndTime = 1 , eSSB_GotoStartTime = 2 }
 

Public Member Functions

virtual void Release ()=0
 Release UI animation system.
 
virtual bool Load (const char *pszFile, const char *pszMission)=0
 Loads all nodes and sequences from a specific file (should be called when the level is loaded).
 
virtual IUiAnimTrackCreateTrack (EUiAnimCurveType type)=0
 
virtual IUiAnimSequenceCreateSequence (const char *sequence, bool bLoad=false, uint32 id=0)=0
 
virtual IUiAnimSequenceLoadSequence (XmlNodeRef &xmlNode, bool bLoadEmpty=true)=0
 
virtual void AddSequence (IUiAnimSequence *pSequence)=0
 
virtual void RemoveSequence (IUiAnimSequence *pSequence)=0
 
virtual IUiAnimSequenceFindSequence (const char *sequence) const =0
 
virtual IUiAnimSequenceFindSequenceById (uint32 id) const =0
 
virtual IUiAnimSequenceGetSequence (int i) const =0
 
virtual int GetNumSequences () const =0
 
virtual IUiAnimSequenceGetPlayingSequence (int i) const =0
 
virtual int GetNumPlayingSequences () const =0
 
virtual bool IsCutScenePlaying () const =0
 
virtual uint32 GrabNextSequenceId ()=0
 
virtual int OnSequenceRenamed (const char *before, const char *after)=0
 
virtual int OnCameraRenamed (const char *before, const char *after)=0
 
virtual bool AddUiAnimationListener (IUiAnimSequence *pSequence, IUiAnimationListener *pListener)=0
 
virtual bool RemoveUiAnimationListener (IUiAnimSequence *pSequence, IUiAnimationListener *pListener)=0
 
virtual ISystem * GetSystem ()=0
 
virtual void RemoveAllSequences ()=0
 
virtual void PlaySequence (const char *pSequenceName, IUiAnimSequence *pParentSeq, bool bResetFX, bool bTrackedSequence, float startTime=-FLT_MAX, float endTime=-FLT_MAX)=0
 
virtual void PlaySequence (IUiAnimSequence *pSequence, IUiAnimSequence *pParentSeq, bool bResetFX, bool bTrackedSequence, float startTime=-FLT_MAX, float endTime=-FLT_MAX)=0
 
virtual bool StopSequence (const char *pSequenceName)=0
 
virtual bool StopSequence (IUiAnimSequence *pSequence)=0
 
virtual bool AbortSequence (IUiAnimSequence *pSequence, bool bLeaveTime=false)=0
 
virtual void StopAllSequences ()=0
 
virtual void StopAllCutScenes ()=0
 
virtual bool IsPlaying (IUiAnimSequence *seq) const =0
 
virtual void Reset (bool bPlayOnReset, bool bSeekToStart)=0
 
virtual void PlayOnLoadSequences ()=0
 
virtual void StillUpdate ()=0
 
virtual void PreUpdate (const float dt)=0
 
virtual void PostUpdate (const float dt)=0
 
virtual void Render ()=0
 
virtual void SetRecording (bool recording)=0
 
virtual bool IsRecording () const =0
 
virtual void Pause ()=0
 
virtual void Resume ()=0
 
virtual void SetCallback (IUiAnimationCallback *pCallback)=0
 
virtual IUiAnimationCallbackGetCallback ()=0
 
virtual void Serialize (XmlNodeRef &xmlNode, bool bLoading, bool bRemoveOldNodes=false, bool bLoadEmpty=true)=0
 
virtual void InitPostLoad (bool remapIds, LyShine::EntityIdMap *entityIdMap)=0
 
virtual float GetPlayingTime (IUiAnimSequence *pSeq)=0
 
virtual float GetPlayingSpeed (IUiAnimSequence *pSeq)=0
 
virtual bool SetPlayingTime (IUiAnimSequence *pSeq, float fTime)=0
 
virtual bool SetPlayingSpeed (IUiAnimSequence *pSeq, float fSpeed)=0
 
virtual void SetSequenceStopBehavior (ESequenceStopBehavior behavior)=0
 
virtual bool GetStartEndTime (IUiAnimSequence *pSeq, float &fStartTime, float &fEndTime)=0
 
virtual bool SetStartEndTime (IUiAnimSequence *pSeq, const float fStartTime, const float fEndTime)=0
 
virtual void GoToFrame (const char *seqName, float targetFrame)=0
 
virtual IUiAnimationSystem::ESequenceStopBehavior GetSequenceStopBehavior ()=0
 
virtual void SerializeParamType (CUiAnimParamType &animParamType, XmlNodeRef &xmlNode, bool bLoading, const uint version)=0
 
virtual void SerializeParamData (UiAnimParamData &animParamData, XmlNodeRef &xmlNode, bool bLoading)=0
 
virtual void NotifyTrackEventListeners (const char *eventName, const char *valueName, IUiAnimSequence *pSequence)=0
 
virtual EUiAnimNodeType GetNodeTypeFromString (const char *pString) const =0
 
virtual CUiAnimParamType GetParamTypeFromString (const char *pString) const =0
 

Detailed Description

UI Animation System interface. Main entrance point to UI Animation capability. Enumerate available UI Animation sequences, update all UI Animation sequences, create animation nodes and tracks.

Member Function Documentation

◆ AbortSequence()

virtual bool IUiAnimationSystem::AbortSequence ( IUiAnimSequence pSequence,
bool  bLeaveTime = false 
)
pure virtual

Aborts a currently playing sequence. Ignored if sequence is not playing. Calls IUiAnimationListener with aborted event (done event is NOT called) Returns true if sequence has been aborted. false otherwise

Parameters
sequencePointer to Valid sequence to stop.
bLeaveTimeIf false, uses default stop behavior, otherwise leaves the sequence at time

Implemented in UiAnimationSystem.

◆ Load()

virtual bool IUiAnimationSystem::Load ( const char *  pszFile,
const char *  pszMission 
)
pure virtual

Loads all nodes and sequences from a specific file (should be called when the level is loaded).

Implemented in UiAnimationSystem.

◆ Release()

virtual void IUiAnimationSystem::Release ( )
pure virtual

Release UI animation system.

Implemented in UiAnimationSystem.

◆ Reset()

virtual void IUiAnimationSystem::Reset ( bool  bPlayOnReset,
bool  bSeekToStart 
)
pure virtual

Resets playback state of UI animation system, usually called after loading of level,

Implemented in UiAnimationSystem.


The documentation for this struct was generated from the following file: