//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #ifndef _GUITICKCTRL_H_ #define _GUITICKCTRL_H_ #include "gui/core/guiControl.h" #include "core/iTickable.h" /// This Gui Control is designed to be subclassed to let people create controls /// which want to receive update ticks at a constant interval. This class was /// created to be the Parent class of a control which used a DynamicTexture /// along with a VectorField to create warping effects much like the ones found /// in visualization displays for iTunes or Winamp. Those displays are updated /// at the framerate frequency. This works fine for those effects, however for /// an application of the same type of effects for things like Gui transitions /// the framerate-driven update frequency is not desirable because it does not /// allow the developer to be able to have any idea of a consistent user-experience. /// /// Enter the ITickable interface. This lets the Gui control, in this case, update /// the dynamic texture at a constant rate of once per tick, even though it gets /// rendered every frame, thus creating a framerate-independent update frequency /// so that the effects are at a consistent speed regardless of the specifics /// of the system the user is on. This means that the screen-transitions will /// occur in the same time on a machine getting 300fps in the Gui shell as a /// machine which gets 150fps in the Gui shell. /// @see ITickable class GuiTickCtrl : public GuiControl, public virtual ITickable { typedef GuiControl Parent; private: protected: // So this can be instantiated and not be a pure virtual class virtual void interpolateTick( F32 delta ) {}; virtual void processTick() {}; virtual void advanceTime( F32 timeDelta ) {}; public: DECLARE_CONOBJECT( GuiTickCtrl ); DECLARE_CATEGORY( "Gui Other" ); }; #endif