//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // 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 "Verve/Extension/GUI/VFadeTrack.h" #include "Verve/Extension/GUI/VFadeEvent.h" //----------------------------------------------------------------------------- IMPLEMENT_CONOBJECT( VFadeTrack ); //----------------------------------------------------------------------------- VFadeTrack::VFadeTrack( void ) { setLabel( "FadeTrack" ); } //----------------------------------------------------------------------------- // // Controller Methods. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // VFadeTrack::onControllerEvent( pEvent ); // // When the controller's state changes, this method is called. If the // controller is paused, or stops playing, then the fade control will cease // playing. If the controller resumes play, the fade control will continue. // // For a full list of possible events, see the 'eControllerEventType' // declaration in VController.h. // //----------------------------------------------------------------------------- bool VFadeTrack::onControllerEvent( VController::eControllerEventType pEvent ) { if ( !Parent::onControllerEvent( pEvent ) ) { // Skip. return false; } // Enabled? if ( !isEnabled() ) { // Continue Processing Events. return true; } // Fetch the next Event. VFadeEvent *event; if ( !getNextEvent( event ) ) { // No Event. return true; } // Fetch GUI Control. VFadeControl *fadeControl = dynamic_cast( Sim::findObject( "VFadeControlGui" ) ); if ( !fadeControl ) { // No Control. return true; } switch ( pEvent ) { case VController::k_EventPlay: { // Play? const S32 &time = getControllerTime(); fadeControl->mActive = ( time > event->getTriggerTime() && time < event->getFinishTime() ) ; } break; case VController::k_EventPause : case VController::k_EventStop : { // Pause. fadeControl->mActive = false; } break; } return true; } //----------------------------------------------------------------------------- // // VFadeTrack::onControllerReset( pTime, pForward ); // // Reset the fade state of the fade control. // //----------------------------------------------------------------------------- void VFadeTrack::onControllerReset( const S32 &pTime, const bool &pForward ) { Parent::onControllerReset( pTime, pForward ); // Fetch GUI Control. VFadeControl *fadeControl; if ( !Sim::findObject( "VFadeControlGUI", fadeControl ) ) { // Invalid. return; } VFadeEvent *event; if ( !getNextEvent( event ) ) { // No Events. return; } // Apply Settings. fadeControl->mActive = false; fadeControl->mFadeType = event->getFadeType(); fadeControl->mDuration = event->getDuration(); fadeControl->mElapsedTime = getMax( pTime - event->getTriggerTime(), 0 ); }