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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "gui/containers/guiAutoScrollCtrl.h"
- #include "console/consoleTypes.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CONOBJECT( GuiAutoScrollCtrl );
- ConsoleDocClass( GuiAutoScrollCtrl,
- "@brief A container that scrolls its child control up over time.\n\n"
-
- "This container can be used to scroll a single child control in either of the four directions.\n\n"
-
- "@tsexample\n"
- "// Create a GuiAutoScrollCtrl that scrolls a long text of credits.\n"
- "new GuiAutoScrollCtrl( CreditsScroller )\n"
- "{\n"
- " position = \"0 0\";\n"
- " extent = Canvas.extent.x SPC Canvas.extent.y;\n"
- "\n"
- " scrollDirection = \"Up\"; // Scroll upwards.\n"
- " startDelay = 4; // Wait 4 seconds before starting to scroll.\n"
- " isLooping = false; // Don't loop the credits.\n"
- " scrollOutOfSight = true; // Scroll up fully.\n"
- "\n"
- " new GuiMLTextCtrl()\n"
- " {\n"
- " text = $CREDITS;\n"
- " };\n"
- "};\n"
- "\n"
- "function CreditsScroller::onComplete( %this )\n"
- "{\n"
- " // Switch back to main menu after credits have rolled.\n"
- " Canvas.setContent( MainMenu );\n"
- "}\n"
- "\n"
- "// Start rolling credits.\n"
- "Canvas.setContent( CreditsScroller );\n"
- "@endtsexample\n\n"
-
- "@note Only the first child will be scrolled.\n\n"
-
- "@ingroup GuiContainers"
- );
- IMPLEMENT_CALLBACK( GuiAutoScrollCtrl, onTick, void, (), (),
- "Called every 32ms on the control." );
- IMPLEMENT_CALLBACK( GuiAutoScrollCtrl, onStart, void, (), (),
- "Called when the control starts to scroll." );
- IMPLEMENT_CALLBACK( GuiAutoScrollCtrl, onComplete, void, (), (),
- "Called when the child control has been scrolled in entirety." );
- IMPLEMENT_CALLBACK( GuiAutoScrollCtrl, onReset, void, (), (),
- "Called when the child control is reset to its initial position and the cycle starts again." );
- ImplementEnumType( GuiAutoScrollDirection,
- "Direction in which to scroll the child control.\n\n"
- "@ingroup GuiContainers" )
- { GuiAutoScrollCtrl::Up, "Up", "Scroll from bottom towards top." },
- { GuiAutoScrollCtrl::Down, "Down", "Scroll from top towards bottom." },
- { GuiAutoScrollCtrl::Left, "Left", "Scroll from right towards left." },
- { GuiAutoScrollCtrl::Right, "Right", "Scroll from left towards right." },
- EndImplementEnumType;
- //-----------------------------------------------------------------------------
- GuiAutoScrollCtrl::GuiAutoScrollCtrl()
- : mDirection( Up ),
- mIsLooping( true ),
- mCurrentPhase( GuiAutoScrollCtrl::PhaseComplete ),
- mCurrentTime( 0.f ),
- mCompleteTime(F32_MAX),
- mCurrentPosition(0.0f),
- mStartDelay( 3.f ),
- mResetDelay( 5.f ),
- mChildBorder( 10 ),
- mScrollOutOfSight( false ),
- mScrollSpeed( 1.f )
- {
- mIsContainer = true;
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::initPersistFields()
- {
- addGroup( "Scrolling" );
-
- addField( "scrollDirection", TYPEID< Direction >(), Offset( mDirection, GuiAutoScrollCtrl ),
- "Direction in which the child control is moved." );
- addField( "startDelay", TypeF32, Offset( mStartDelay, GuiAutoScrollCtrl ),
- "Seconds to wait before starting to scroll." );
- addField( "resetDelay", TypeF32, Offset( mResetDelay, GuiAutoScrollCtrl ),
- "Seconds to wait after scrolling completes before resetting and starting over.\n\n"
- "@note Only takes effect if #isLooping is true." );
- addField( "childBorder", TypeS32, Offset( mChildBorder, GuiAutoScrollCtrl ),
- "Padding to put around child control (in pixels)." );
- addField( "scrollSpeed", TypeF32, Offset( mScrollSpeed, GuiAutoScrollCtrl ),
- "Scrolling speed in pixels per second." );
- addField( "isLooping", TypeBool, Offset( mIsLooping, GuiAutoScrollCtrl ),
- "If true, the scrolling will reset to the beginning once completing a cycle." );
- addField( "scrollOutOfSight", TypeBool, Offset( mScrollOutOfSight, GuiAutoScrollCtrl ),
- "If true, the child control will be completely scrolled out of sight; otherwise it will only scroll "
- "until the other end becomes visible." );
-
- endGroup( "Scrolling" );
- Parent::initPersistFields();
- }
- //-----------------------------------------------------------------------------
- bool GuiAutoScrollCtrl::onWake()
- {
- if( !Parent::onWake() )
- return false;
-
- setProcessTicks( true );
- return true;
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::onSleep()
- {
- setProcessTicks( false );
- Parent::onSleep();
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::onChildAdded( GuiControl* control )
- {
- _reset( control );
- Parent::onChildAdded( control );
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::onChildRemoved( GuiControl* control )
- {
- mCurrentPhase = PhaseComplete;
- Parent::onChildRemoved( control );
- }
- //-----------------------------------------------------------------------------
- bool GuiAutoScrollCtrl::_isScrollComplete() const
- {
- if( empty() )
- return true;
-
- GuiControl* control = static_cast< GuiControl* >( at( 0 ) );
- U32 axis = _getScrollAxis();
- F32 amount = _getScrollAmount();
-
- if( mScrollOutOfSight )
- {
- // If scrolling out of sight, scrolling is complete when the control's rectangle
- // does not intersect our own rectangle anymore.
-
- RectI thisRect( Point2I( 0, 0 ), getExtent() );
- return !( thisRect.overlaps( control->getBounds() ) );
- }
- else
- {
- if( amount < 0 )
- return ( control->getPosition()[ axis ] + control->getExtent()[ axis ] ) < ( getExtent()[ axis ] - mChildBorder );
- else
- return ( control->getPosition()[ axis ] >= mChildBorder );
- }
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::_reset( GuiControl* control )
- {
- U32 axis = _getScrollAxis();
- U32 counterAxis = ( axis == 1 ? 0 : 1 );
- Point2I newPosition( mChildBorder, mChildBorder );
- Point2I newExtent = control->getExtent();
-
- // Fit control on axis that is not scrolled.
- newExtent[ counterAxis ] = getExtent()[ counterAxis ] - mChildBorder * 2;
-
- // For the right and down scrolls, position the control away from the
- // right/bottom edge of our control.
-
- if( mDirection == Right )
- newPosition.x = - ( newExtent.x - getExtent().x + mChildBorder );
- else if( mDirection == Down )
- newPosition.y = - ( newExtent.y - getExtent().y + mChildBorder );
-
- // Set the child geometry.
-
- control->setPosition( newPosition );
- control->setExtent( newExtent );
-
- // Reset counters.
- mCurrentTime = 0.0f;
- mCurrentPhase = PhaseInitial;
- mCurrentPosition = control->getPosition()[ axis ];
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::reset()
- {
- if( !empty() )
- _reset( static_cast< GuiControl* >( at( 0 ) ) );
- }
- //-----------------------------------------------------------------------------
- bool GuiAutoScrollCtrl::resize( const Point2I &newPosition, const Point2I &newExtent )
- {
- if( !Parent::resize( newPosition, newExtent ) )
- return false;
- for( iterator i = begin(); i != end(); ++ i )
- {
- GuiControl* control = static_cast< GuiControl* >( *i );
- if( control )
- _reset( control );
- }
- return true;
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::childResized( GuiControl* child )
- {
- Parent::childResized( child );
- _reset(child);
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::processTick()
- {
- onTick_callback();
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::advanceTime( F32 timeDelta )
- {
- if( mCurrentPhase == PhaseComplete )
- return;
-
- // Wait out initial delay.
-
- if( ( mCurrentTime + timeDelta ) < mStartDelay)
- {
- mCurrentTime += timeDelta;
- return;
- }
-
- // Start scrolling if we haven't already.
-
- if( mCurrentPhase == PhaseInitial )
- {
- onStart_callback();
- mCurrentPhase = PhaseScrolling;
- }
- GuiControl* control = static_cast< GuiControl* >( at( 0 ) );
- if( !control ) // Should not happen.
- return;
- // If not yet complete, scroll some more.
-
- if( !_isScrollComplete() )
- {
- U32 axis = _getScrollAxis();
- F32 amount = _getScrollAmount();
-
- mCurrentPosition += amount * timeDelta;
- Point2I newPosition = control->getPosition();
- newPosition[ axis ] = mCurrentPosition;
-
- control->setPosition( newPosition );
- }
- else
- {
- mCurrentTime += timeDelta;
-
- if( mCurrentPhase != PhaseComplete && mCurrentPhase != PhaseWait )
- {
- if( mCurrentPhase != PhaseWait )
- {
- onComplete_callback();
- mCurrentPhase = PhaseComplete;
- }
-
- mCompleteTime = mCurrentTime;
- }
-
- // Reset, if looping.
-
- if( mIsLooping )
- {
- // Wait out reset time and restart.
-
- mCurrentPhase = PhaseWait;
- if( mCurrentTime > ( mCompleteTime + mResetDelay ) )
- {
- onReset_callback();
- _reset( control );
- }
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GuiAutoScrollCtrl::inspectPostApply()
- {
- Parent::inspectPostApply();
- reset();
- }
- //=============================================================================
- // API.
- //=============================================================================
- // MARK: ---- API ----
- //-----------------------------------------------------------------------------
- DefineEngineMethod( GuiAutoScrollCtrl, reset, void, (),,
- "Reset scrolling." )
- {
- object->reset();
- }
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