//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. // //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "afx/arcaneFX.h" #include "core/stream/bitStream.h" #include "afx/ce/afxGuiController.h" //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // afxGuiControllerData IMPLEMENT_CO_DATABLOCK_V1(afxGuiControllerData); ConsoleDocClass( afxGuiControllerData, "@brief A datablock that specifies a Gui Controller effect.\n\n" "A Gui Controller enables effect manipulation of pre-existing gui controls. With a Gui Controller effect, a regular gui control " "is located by name, made visible during the lifetime of the effect, and potentially repositioned by projecting 3D constraint " "positions into 2D screen space. In addition, when used with a progress-bar control, (GuiProgressCtrl, afxSpellCastBar, " "afxStatusBar), the progress-bar will continuously reflect the elapsed progress of the effect over its lifetime." "\n\n" "@ingroup afxEffects\n" "@ingroup AFX\n" "@ingroup Datablocks\n" ); afxGuiControllerData::afxGuiControllerData() { control_name = ST_NULLSTRING; preserve_pos = false; ctrl_client_only = false; } afxGuiControllerData::afxGuiControllerData(const afxGuiControllerData& other, bool temp_clone) : GameBaseData(other, temp_clone) { control_name = other.control_name; preserve_pos = other.preserve_pos; ctrl_client_only = other.ctrl_client_only; } #define myOffset(field) Offset(field, afxGuiControllerData) void afxGuiControllerData::initPersistFields() { addField("controlName", TypeString, myOffset(control_name), "Specifies the name of an existing gui-control."); addField("preservePosition", TypeBool, myOffset(preserve_pos), "When true, the gui-control will retain its initial position, otherwise the " "gui-control position will be continuously updated using a projection of the " "3D constraint position into 2D screen coordinates."); addField("controllingClientOnly", TypeBool, myOffset(ctrl_client_only), "If true, the effect will only be applied to a gui-control on the client that " "matches the controlling-client of the primary position constraint object."); Parent::initPersistFields(); } bool afxGuiControllerData::onAdd() { if (Parent::onAdd() == false) return false; return true; } void afxGuiControllerData::packData(BitStream* stream) { Parent::packData(stream); stream->writeString(control_name); stream->writeFlag(preserve_pos); stream->writeFlag(ctrl_client_only); } void afxGuiControllerData::unpackData(BitStream* stream) { Parent::unpackData(stream); control_name = stream->readSTString(); preserve_pos = stream->readFlag(); ctrl_client_only = stream->readFlag(); } //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//