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guiTickCtrl.cpp 3.3 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. #include "gui/shiny/guiTickCtrl.h"
  23. #include "console/engineAPI.h"
  24. IMPLEMENT_CONOBJECT( GuiTickCtrl );
  25. ConsoleDocClass( GuiTickCtrl,
  26. "@brief Brief Description.\n\n"
  27. "This Gui Control is designed to be subclassed to let people create controls "
  28. "which want to receive update ticks at a constant interval. This class was "
  29. "created to be the Parent class of a control which used a DynamicTexture "
  30. "along with a VectorField to create warping effects much like the ones found "
  31. "in visualization displays for iTunes or Winamp. Those displays are updated "
  32. "at the framerate frequency. This works fine for those effects, however for "
  33. "an application of the same type of effects for things like Gui transitions "
  34. "the framerate-driven update frequency is not desirable because it does not "
  35. "allow the developer to be able to have any idea of a consistent user-experience.\n\n"
  36. "Enter the ITickable interface. This lets the Gui control, in this case, update "
  37. "the dynamic texture at a constant rate of once per tick, even though it gets "
  38. "rendered every frame, thus creating a framerate-independent update frequency "
  39. "so that the effects are at a consistent speed regardless of the specifics "
  40. "of the system the user is on. This means that the screen-transitions will "
  41. "occur in the same time on a machine getting 300fps in the Gui shell as a "
  42. "machine which gets 150fps in the Gui shell.\n\n"
  43. "@ingroup GuiUtil\n");
  44. //------------------------------------------------------------------------------
  45. static ConsoleDocFragment _setProcessTicks(
  46. "This will set this object to either be processing ticks or not.\n\n"
  47. "@param tick (optional) True or nothing to enable ticking, false otherwise.\n\n"
  48. "@tsexample\n"
  49. "// Turn off ticking for a control, like a MenuBar (declared previously)\n"
  50. "%sampleMenuBar.setProcessTicks(false);\n"
  51. "@endtsexample\n\n",
  52. "GuiTickCtrl",
  53. "void setProcessTicks( bool tick )"
  54. );
  55. DefineEngineMethod( GuiTickCtrl, setProcessTicks, void, (bool tick), (true), "( [tick = true] ) - This will set this object to either be processing ticks or not" )
  56. {
  57. object->setProcessTicks(tick);
  58. }