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