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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.
- //-----------------------------------------------------------------------------
- #ifndef _GUITICKCTRL_H_
- #define _GUITICKCTRL_H_
- #include "gui/core/guiControl.h"
- #include "core/iTickable.h"
- /// 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.
- ///
- /// 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.
- /// @see ITickable
- class GuiTickCtrl : public GuiControl, public virtual ITickable
- {
- typedef GuiControl Parent;
- private:
- protected:
- // So this can be instantiated and not be a pure virtual class
- virtual void interpolateTick( F32 delta ) {};
- virtual void processTick() {};
- virtual void advanceTime( F32 timeDelta ) {};
- public:
- DECLARE_CONOBJECT( GuiTickCtrl );
- DECLARE_CATEGORY( "Gui Other" );
- };
- #endif
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