/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include #include "AnimTrack.h" ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// /** Boolean track, every key on this track negates boolean value. */ class UiBoolTrack : public TUiAnimTrack { public: AZ_CLASS_ALLOCATOR(UiBoolTrack, AZ::SystemAllocator, 0) AZ_RTTI(UiBoolTrack, "{F0EDB82F-B3D7-47FC-AA97-91358A7F1168}", IUiAnimTrack); UiBoolTrack(); virtual EUiAnimValue GetValueType() { return eUiAnimValue_Bool; }; virtual void GetValue(float time, bool& value); virtual void SetValue(float time, const bool& value, bool bDefault = false); void SerializeKey(IBoolKey& key, XmlNodeRef& keyNode, bool bLoading) {}; void GetKeyInfo(int key, const char*& description, float& duration); void SetDefaultValue(const bool bDefaultValue); static void Reflect(AZ::SerializeContext* serializeContext); private: bool m_bDefaultValue; };