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-//-----------------------------------------------------------------------------
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-// Copyright (c) 2013 GarageGames, LLC
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to
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-// deal in the Software without restriction, including without limitation the
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-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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-// sell copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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-// IN THE SOFTWARE.
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-//-----------------------------------------------------------------------------
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-
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-#ifndef _GUITICKCTRL_H_
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-#define _GUITICKCTRL_H_
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-
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-#include "guiControl.h"
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-#include "platform/Tickable.h"
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-
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-/// This Gui Control is designed to be subclassed and let people create controls
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-/// which want to recieve update ticks at a constant interval. This class was
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-/// created to be the Parent class of a control which used a DynamicTexture
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-/// along with a VectorField to create warping effects much like the ones found
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-/// in visualization displays for iTunes or Winamp. Those displays are updated
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-/// at the framerate frequency. This works fine for those effects, however for
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-/// an application of the same type of effects for things like Gui transitions
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-/// the framerate-driven update frequency is not desireable because it does not
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-/// allow the developer to be able to have any idea of a consistant user-experience.
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-///
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-/// Enter the Tickable interface. This lets the Gui control, in this case, update
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-/// the dynamic texture at a constant rate of once per tick, even though it gets
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-/// rendered every frame, thus creating a framerate-independant update frequency
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-/// so that the effects are at a consistant speed regardless of the specifics
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-/// of the system the user is on. This means that the screen-transitions will
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-/// occur in the same time on a machine getting 300fps in the Gui shell as a
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-/// machine which gets 150fps in the Gui shell.
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-/// @see Tickable
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-class GuiTickCtrl : public GuiControl, public virtual Tickable
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-{
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- typedef GuiControl Parent;
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-
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-private:
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-
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-protected:
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-
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- // So this can be instantiated and not be a pure virtual class
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- virtual void interpolateTick( F32 delta ) {};
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- virtual void processTick() {};
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- virtual void advanceTime( F32 timeDelta ) {};
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-
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-public:
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- DECLARE_CONOBJECT( GuiTickCtrl );
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-};
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-
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-
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-#endif
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