guiAudioCtrl.h 3.9 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _GUIAUDIOCTRL_H_
  23. #define _GUIAUDIOCTRL_H_
  24. #ifndef _GUITICKCTRL_H_
  25. #include "gui/shiny/guiTickCtrl.h"
  26. #endif
  27. #ifndef SOUND_ASSET_H
  28. #include "T3D/assets/SoundAsset.h"
  29. #endif
  30. /// This Gui Control is designed to be subclassed to let people create controls
  31. /// which want to receive update ticks at a constant interval. This class was
  32. /// created to be the Parent class of a control which used a DynamicTexture
  33. /// along with a VectorField to create warping effects much like the ones found
  34. /// in visualization displays for iTunes or Winamp. Those displays are updated
  35. /// at the framerate frequency. This works fine for those effects, however for
  36. /// an application of the same type of effects for things like Gui transitions
  37. /// the framerate-driven update frequency is not desirable because it does not
  38. /// allow the developer to be able to have any idea of a consistent user-experience.
  39. ///
  40. /// Enter the ITickable interface. This lets the Gui control, in this case, update
  41. /// the dynamic texture at a constant rate of once per tick, even though it gets
  42. /// rendered every frame, thus creating a framerate-independent update frequency
  43. /// so that the effects are at a consistent speed regardless of the specifics
  44. /// of the system the user is on. This means that the screen-transitions will
  45. /// occur in the same time on a machine getting 300fps in the Gui shell as a
  46. /// machine which gets 150fps in the Gui shell.
  47. /// @see ITickable
  48. class GuiAudioCtrl : public GuiTickCtrl
  49. {
  50. typedef GuiTickCtrl Parent;
  51. private:
  52. protected:
  53. // So this can be instantiated and not be a pure virtual class
  54. void interpolateTick( F32 delta ) override {};
  55. void processTick() override;
  56. void advanceTime( F32 timeDelta ) override {};
  57. S32 mTickPeriodMS;
  58. U32 mLastThink;
  59. U32 mCurrTick;
  60. String mPlayIf;
  61. SFXSource* mSoundPlaying;
  62. /// Whether to leave sound setup exclusively to the assigned mTrack and not
  63. /// override part of the track's description with emitter properties.
  64. bool mUseTrackDescriptionOnly;
  65. /// The description and variant values used by the local profile.
  66. SFXSource* mSourceGroup;
  67. F32 mVolume;
  68. F32 mPitch;
  69. F32 mFadeInTime;
  70. F32 mFadeOutTime;
  71. /// Called when the emitter state has been marked
  72. /// dirty and the source needs to be updated.
  73. void _update();
  74. public:
  75. DECLARE_SOUNDASSET(GuiAudioCtrl, Sound);
  76. DECLARE_ASSET_SETGET(GuiAudioCtrl, Sound);
  77. GuiAudioCtrl();
  78. ~GuiAudioCtrl();
  79. // GuiControl.
  80. bool onWake() override;
  81. void onSleep() override;
  82. void onRemove() override;
  83. void setActive(bool value) override {};
  84. bool testCondition();
  85. static void initPersistFields();
  86. DECLARE_CONOBJECT(GuiAudioCtrl);
  87. DECLARE_CATEGORY( "Gui Other" );
  88. };
  89. #endif