mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
111 lines
3.8 KiB
C++
111 lines
3.8 KiB
C++
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//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Verve/Extension/GUI/VFadeEvent.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( VFadeEvent );
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//-----------------------------------------------------------------------------
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VFadeEvent::VFadeEvent( void )
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{
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setLabel( "FadeEvent" );
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}
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//-----------------------------------------------------------------------------
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//
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// Callback Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VFadeEvent::onTrigger( pTime, pDelta );
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//
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// Start the fade sequence if a valid fade control can be found.
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//
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//-----------------------------------------------------------------------------
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void VFadeEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
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{
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Parent::onTrigger( pTime, pDelta );
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// Fetch GUI Control.
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VFadeControl *fadeControl;
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if ( !Sim::findObject( "VFadeControlGUI", fadeControl ) )
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{
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// Invalid.
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return;
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}
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// Start Fade.
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fadeControl->start( getFadeType(), mDuration );
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// Set Elapsed Time.
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fadeControl->mElapsedTime = mAbs( pTime - getStartTime() );
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}
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//-----------------------------------------------------------------------------
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//
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// VFadeEvent::onComplete( pTime, pDelta );
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//
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// Tidy up the fade control once the event has finished.
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//
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//-----------------------------------------------------------------------------
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void VFadeEvent::onComplete( const S32 &pTime, const S32 &pDelta )
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{
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Parent::onTrigger( pTime, pDelta );
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// Fetch GUI Control.
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VFadeControl *fadeControl;
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if ( !Sim::findObject( "VFadeControlGUI", fadeControl ) )
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{
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// Invalid.
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return;
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}
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// Set Elapsed Time.
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fadeControl->mElapsedTime = mDuration;
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}
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//-----------------------------------------------------------------------------
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//
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// Property Methods.
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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// VFadeEvent::getFadeType();
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//
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// Returns the type of fade (in or out) that this event will use. Zero and Even
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// indices will Fade Out, while Odd numbers will Fade In.
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//
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//-----------------------------------------------------------------------------
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VFadeControl::eFadeType VFadeEvent::getFadeType( void )
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{
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if ( !isControllerPlayingForward() )
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{
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return ( getIndex() % 2 == 0 ) ? VFadeControl::k_TypeOut : VFadeControl::k_TypeIn;
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}
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return ( getIndex() % 2 == 0 ) ? VFadeControl::k_TypeIn : VFadeControl::k_TypeOut;
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}
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