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KF2-Dev-Scripts/Engine/Classes/TextureMovie.uc

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2020-12-13 15:01:13 +00:00
/**
* TextureMovie
* Movie texture support base class.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class TextureMovie extends Texture
native(Texture)
hidecategories(Object);
/** The width of the texture. */
var const int SizeX;
/** The height of the texture. */
var const int SizeY;
/** The format of the texture data. */
var const EPixelFormat Format;
/** The addressing mode to use for the X axis. */
var() TextureAddress AddressX;
/** The addressing mode to use for the Y axis. */
var() TextureAddress AddressY;
/** Class type of Decoder that will be used to decode Data. */
var const class<CodecMovie> DecoderClass;
/** Instance of decoder. */
var const transient CodecMovie Decoder;
/** Whether the movie is currently paused. */
var const transient bool Paused;
/** Whether the movie is currently stopped. */
var const transient bool Stopped;
/** Whether the movie should loop when it reaches the end. */
var() bool Looping;
/** Whether the movie should reset to first frame when it reaches the end. */
var() bool ResetOnLastFrame;
/** Whether the movie should automatically start playing when it is loaded. */
var() bool AutoPlay;
/** Raw compressed data as imported. */
var native const UntypedBulkData_Mirror Data{FByteBulkData};
/** Set in order to synchronize codec access to this movie texture resource from the render thread */
var native const transient pointer ReleaseCodecFence{FRenderCommandFence};
`if(`__TW_)
var() editconst string MovieStreamFilename;
`endif // __TW_
/** Select streaming movie from memory or from file for playback */
var() enum EMovieStreamSource
{
/** stream directly from file */
MovieStream_File,
/** load movie contents to memory */
MovieStream_Memory,
} MovieStreamSource;
/** Plays the movie and also unpauses. */
native function Play();
/** Pauses the movie. */
native function Pause();
/** Stops movie playback. */
native function Stop();
cpptext
{
// USurface interface
/**
* @return width of surface
*/
virtual FLOAT GetSurfaceWidth() const { return SizeX; }
/**
* @return height of surface
*/
virtual FLOAT GetSurfaceHeight() const { return SizeY; }
// UTexture interface
/**
* Create a new movie texture resource
*
* @return newly created FTextureMovieResource
*/
virtual FTextureResource* CreateResource();
/**
* Materials should treat a movie texture like a regular 2D texture resource.
*
* @return EMaterialValueType for this resource
*/
virtual EMaterialValueType GetMaterialType();
// UObject interface.
/**
* Serializes the compressed movie data.
*
* @param Ar FArchive to serialize RawData with.
*/
virtual void Serialize(FArchive& Ar);
/**
* Postload initialization of movie texture. Creates decoder object and retriever first frame.
*/
virtual void PostLoad();
/**
* Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an
* asynchronous cleanup process.
*
* We need to ensure that the decoder doesn't have any references to the movie texture resource before destructing it.
*/
virtual void BeginDestroy();
/**
* Called when a property on this object has been modified externally
*
* @param PropertyThatChanged the property that will be modified
*/
virtual void PreEditChange(UProperty* PropertyAboutToChange);
/**
* Called when a property on this object has been modified externally
*
* @param PropertyThatChanged the property that was modified
*/
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
/**
* Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the
* potentially asynchronous object cleanup.
* @return True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.
*/
virtual UBOOL IsReadyForFinishDestroy();
/**
* Called to finish destroying the object. After UObject::FinishDestroy is called, the object's memory should no longer be accessed.
*
* note: because ExitProperties() is called here, Super::FinishDestroy() should always be called at the end of your child class's
* FinishDestroy() method, rather than at the beginning.
*/
virtual void FinishDestroy();
// Thumbnail interface.
/**
* Returns a one line description of an object for viewing in the thumbnail view of the generic browser
*/
virtual FString GetDesc();
/**
* Returns detailed info to populate listview columns
*/
virtual FString GetDetailedDescription( INT InIndex );
/**
* Returns the size of the object/ resource for display to artists/ LDs in the Editor.
*
* @return size of resource as to be displayed to artists/ LDs in the Editor.
*/
virtual INT GetResourceSize();
// UTextureMovie
/**
* Access the movie target resource for this movie texture object
* @return pointer to resource or NULL if not initialized
*/
class FTextureMovieResource* GetTextureMovieResource();
/**
* Creates a new codec and checks to see if it has a valid stream
*/
void InitDecoder();
}
defaultproperties
{
MovieStreamSource=MovieStream_Memory
DecoderClass=class'CodecMovieFallback'
Looping=True
`if(`__TW_)
// Turn off autoplay by default
AutoPlay=False
`else
AutoPlay=True
`endif
NeverStream=True
}