guiTickCtrl.h
Engine/source/gui/shiny/guiTickCtrl.h
Classes:
class
This Gui Control is designed to be subclassed to let people create controls which want to receive update ticks at a constant interval.
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GUITICKCTRL_H_ 25#define _GUITICKCTRL_H_ 26 27#include "gui/core/guiControl.h" 28#include "core/iTickable.h" 29 30/// This Gui Control is designed to be subclassed to let people create controls 31/// which want to receive update ticks at a constant interval. This class was 32/// created to be the Parent class of a control which used a DynamicTexture 33/// along with a VectorField to create warping effects much like the ones found 34/// in visualization displays for iTunes or Winamp. Those displays are updated 35/// at the framerate frequency. This works fine for those effects, however for 36/// an application of the same type of effects for things like Gui transitions 37/// the framerate-driven update frequency is not desirable because it does not 38/// allow the developer to be able to have any idea of a consistent user-experience. 39/// 40/// Enter the ITickable interface. This lets the Gui control, in this case, update 41/// the dynamic texture at a constant rate of once per tick, even though it gets 42/// rendered every frame, thus creating a framerate-independent update frequency 43/// so that the effects are at a consistent speed regardless of the specifics 44/// of the system the user is on. This means that the screen-transitions will 45/// occur in the same time on a machine getting 300fps in the Gui shell as a 46/// machine which gets 150fps in the Gui shell. 47/// @see ITickable 48class GuiTickCtrl : public GuiControl, public virtual ITickable 49{ 50 typedef GuiControl Parent; 51 52private: 53 54protected: 55 56 // So this can be instantiated and not be a pure virtual class 57 virtual void interpolateTick( F32 delta ) {}; 58 virtual void processTick() {}; 59 virtual void advanceTime( F32 timeDelta ) {}; 60 61public: 62 DECLARE_CONOBJECT( GuiTickCtrl ); 63 DECLARE_CATEGORY( "Gui Other" ); 64}; 65 66 67#endif 68