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- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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();
- }
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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