guiTickCtrl.h 3.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566
  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 _GUITICKCTRL_H_
  23. #define _GUITICKCTRL_H_
  24. #include "gui/core/guiControl.h"
  25. #include "core/iTickable.h"
  26. /// This Gui Control is designed to be subclassed to let people create controls
  27. /// which want to receive update ticks at a constant interval. This class was
  28. /// created to be the Parent class of a control which used a DynamicTexture
  29. /// along with a VectorField to create warping effects much like the ones found
  30. /// in visualization displays for iTunes or Winamp. Those displays are updated
  31. /// at the framerate frequency. This works fine for those effects, however for
  32. /// an application of the same type of effects for things like Gui transitions
  33. /// the framerate-driven update frequency is not desirable because it does not
  34. /// allow the developer to be able to have any idea of a consistent user-experience.
  35. ///
  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.
  43. /// @see ITickable
  44. class GuiTickCtrl : public GuiControl, public virtual ITickable
  45. {
  46. typedef GuiControl Parent;
  47. private:
  48. protected:
  49. // So this can be instantiated and not be a pure virtual class
  50. virtual void interpolateTick( F32 delta ) {};
  51. virtual void processTick() {};
  52. virtual void advanceTime( F32 timeDelta ) {};
  53. public:
  54. DECLARE_CONOBJECT( GuiTickCtrl );
  55. DECLARE_CATEGORY( "Gui Other" );
  56. };
  57. #endif