float FCurveSequence::DEPRECATED_GetLerpLooping() const { // Only supported for sequences with a single curve. If you have multiple curves, use your FCurveHandle to compute // interpolation alpha values. checkSlow(Curves.Num() == 1); return bIsLooping ? GetLerp() : FCurveHandle(this, 0).DEPRECATED_GetLerpLooping(); }
FCurveHandle FCurveSequence::AddCurve( const float InStartTimeSeconds, const float InDurationSeconds, const ECurveEaseFunction::Type InEaseFunction ) { // Keep track of how long this sequence is TotalDuration = FMath::Max(TotalDuration, InStartTimeSeconds + InDurationSeconds); // The initial state is to be at the end of the animation. StartTime = TotalDuration; // Actually make this curve and return a handle to it. Curves.Add( FSlateCurve(InStartTimeSeconds, InDurationSeconds, InEaseFunction) ); return FCurveHandle(this, Curves.Num() - 1); }
/** A fadeout has completed */ void FadeoutComplete() { // Make sure we are no longer fading FadeAnimation = FCurveSequence(); FadeCurve = FCurveHandle(); // Clear the complete state to hide all the images/throbber SetCompletionState(CS_None); // Make sure we have left responsive mode if ( ThrottleHandle.IsValid() ) { FSlateThrottleManager::Get().LeaveResponsiveMode( ThrottleHandle ); } // Clear reference if( MyList.IsValid() ) { MyList.Pin()->NotificationItemFadedOut(SharedThis(this)); } }