[ue4] Better category names

This commit is contained in:
badlogic 2016-12-21 16:01:27 +01:00
parent 6d21a0183b
commit f7f5f3a71f
3 changed files with 77 additions and 77 deletions

View File

@ -45,7 +45,7 @@ bool USpineSkeletonComponent::SetSkin(const FString& skinName) {
else return false;
}
bool USpineSkeletonComponent::setAttachment (const FString& slotName, const FString& attachmentName) {
bool USpineSkeletonComponent::SetAttachment (const FString& slotName, const FString& attachmentName) {
CheckState();
if (skeleton) return spSkeleton_setAttachment(skeleton, TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName)) != 0;
return false;

View File

@ -84,115 +84,115 @@ public:
void SetTrackEntry (spTrackEntry* entry);
spTrackEntry* GetTrackEntry();
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
int GetTrackIndex () { return entry ? entry->trackIndex : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
bool GetLoop () { return entry ? entry->loop != 0 : false; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetLoop (bool loop) { if (entry) entry->loop = loop ? 1 : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetEventThreshold () { return entry ? entry->eventThreshold : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetEventThreshold(float eventThreshold) { if (entry) entry->eventThreshold = eventThreshold; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetAttachmentThreshold() { return entry ? entry->attachmentThreshold : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetAttachmentThreshold(float attachmentThreshold) { if (entry) entry->attachmentThreshold = attachmentThreshold; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetDrawOrderThreshold() { return entry ? entry->drawOrderThreshold : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetDrawOrderThreshold(float drawOrderThreshold) { if (entry) entry->drawOrderThreshold = drawOrderThreshold; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetAnimationStart() { return entry ? entry->animationStart : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetAnimationStart(float animationStart) { if (entry) entry->animationStart = animationStart; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetAnimationEnd() { return entry ? entry->animationEnd : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetAnimationEnd(float animationEnd) { if (entry) entry->animationEnd = animationEnd; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetAnimationLast() { return entry ? entry->animationLast : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetAnimationLast(float animationLast) { if (entry) entry->animationLast = animationLast; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetNextAnimationLast() { return entry ? entry->nextAnimationLast : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetNextAnimationLast(float nextAnimationLast) { if (entry) entry->nextAnimationLast = nextAnimationLast; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetDelay() { return entry ? entry->delay : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetDelay(float delay) { if (entry) entry->delay = delay; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetTrackTime() { return entry ? entry->trackTime : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetTrackTime(float trackTime) { if (entry) entry->trackTime = trackTime; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetTrackLast() { return entry ? entry->trackLast : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetTrackLast(float trackLast) { if (entry) entry->trackLast = trackLast; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetNextTrackLast() { return entry ? entry->nextTrackLast : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetNextTrackLast(float nextTrackLast) { if (entry) entry->nextTrackLast = nextTrackLast; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetTrackEnd() { return entry ? entry->trackEnd : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetTrackEnd(float trackEnd) { if (entry) entry->trackEnd = trackEnd; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetTimeScale() { return entry ? entry->timeScale : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetTimeScale(float timeScale) { if (entry) entry->timeScale = timeScale; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetAlpha() { return entry ? entry->alpha : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetAlpha(float alpha) { if (entry) entry->alpha = alpha; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetMixTime() { return entry ? entry->mixTime : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetMixTime(float mixTime) { if (entry) entry->mixTime = mixTime; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetMixDuration() { return entry ? entry->mixDuration : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetMixDuration(float mixDuration) { if (entry) entry->mixDuration = mixDuration; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
float GetMixAlpha() { return entry ? entry->mixAlpha : 0; }
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
void SetMixAlpha(float mixAlpha) { if (entry) entry->mixAlpha = mixAlpha; }
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
FSpineAnimationStartDelegate AnimationStart;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
FSpineAnimationInterruptDelegate AnimationInterrupt;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
FSpineAnimationEventDelegate AnimationEvent;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
FSpineAnimationCompleteDelegate AnimationComplete;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
FSpineAnimationEndDelegate AnimationEnd;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
FSpineAnimationDisposeDelegate AnimationDispose;
protected:
@ -216,49 +216,49 @@ public:
virtual void FinishDestroy () override;
// Blueprint functions
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
void SetTimeScale(float timeScale);
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
float GetTimeScale();
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
UTrackEntry* SetAnimation (int trackIndex, FString animationName, bool loop);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
UTrackEntry* AddAnimation (int trackIndex, FString animationName, bool loop, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
UTrackEntry* SetEmptyAnimation (int trackIndex, float mixDuration);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
UTrackEntry* AddEmptyAnimation (int trackIndex, float mixDuration, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
UTrackEntry* GetCurrent (int trackIndex);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
void ClearTracks ();
UFUNCTION(BlueprintCallable, Category="Components|Spine")
UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
void ClearTrack (int trackIndex);
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
FSpineAnimationStartDelegate AnimationStart;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
FSpineAnimationInterruptDelegate AnimationInterrupt;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
FSpineAnimationEventDelegate AnimationEvent;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
FSpineAnimationCompleteDelegate AnimationComplete;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
FSpineAnimationEndDelegate AnimationEnd;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category="Components|Spine|Animation")
FSpineAnimationDisposeDelegate AnimationDispose;
// used in C event callback. Needs to be public as we can't call

View File

@ -53,46 +53,46 @@ public:
spSkeleton* GetSkeleton () { return skeleton; };
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetSkin (const FString& SkinName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
bool setAttachment (const FString& slotName, const FString& attachmentName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetAttachment (const FString& slotName, const FString& attachmentName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
FTransform GetBoneWorldTransform (const FString& BoneName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetBoneWorldPosition (const FString& BoneName, const FVector& position);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void UpdateWorldTransform();
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetToSetupPose ();
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetBonesToSetupPose ();
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
void UpdateWorldTransform ();
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
void SetSlotsToSetupPose ();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetSlotsToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipX(bool flipX);
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipX();
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipY(bool flipY);
UFUNCTION(BlueprintCallable, Category = "Components|Spine")
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipY();
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine")
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
USpineSkeletonComponent ();