Torque3D/Engine/modules/Verve/Extension/GUI/VFadeEvent.cpp

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2019-03-07 22:23:41 +00:00
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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 "Verve/Extension/GUI/VFadeEvent.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VFadeEvent );
//-----------------------------------------------------------------------------
VFadeEvent::VFadeEvent( void )
{
setLabel( "FadeEvent" );
}
//-----------------------------------------------------------------------------
//
// Callback Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VFadeEvent::onTrigger( pTime, pDelta );
//
// Start the fade sequence if a valid fade control can be found.
//
//-----------------------------------------------------------------------------
void VFadeEvent::onTrigger( const S32 &pTime, const S32 &pDelta )
{
Parent::onTrigger( pTime, pDelta );
// Fetch GUI Control.
VFadeControl *fadeControl;
if ( !Sim::findObject( "VFadeControlGUI", fadeControl ) )
{
// Invalid.
return;
}
// Start Fade.
fadeControl->start( getFadeType(), mDuration );
// Set Elapsed Time.
fadeControl->mElapsedTime = mAbs( pTime - getStartTime() );
}
//-----------------------------------------------------------------------------
//
// VFadeEvent::onComplete( pTime, pDelta );
//
// Tidy up the fade control once the event has finished.
//
//-----------------------------------------------------------------------------
void VFadeEvent::onComplete( const S32 &pTime, const S32 &pDelta )
{
Parent::onTrigger( pTime, pDelta );
// Fetch GUI Control.
VFadeControl *fadeControl;
if ( !Sim::findObject( "VFadeControlGUI", fadeControl ) )
{
// Invalid.
return;
}
// Set Elapsed Time.
fadeControl->mElapsedTime = mDuration;
}
//-----------------------------------------------------------------------------
//
// Property Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VFadeEvent::getFadeType();
//
// Returns the type of fade (in or out) that this event will use. Zero and Even
// indices will Fade Out, while Odd numbers will Fade In.
//
//-----------------------------------------------------------------------------
VFadeControl::eFadeType VFadeEvent::getFadeType( void )
{
if ( !isControllerPlayingForward() )
{
return ( getIndex() % 2 == 0 ) ? VFadeControl::k_TypeOut : VFadeControl::k_TypeIn;
}
return ( getIndex() % 2 == 0 ) ? VFadeControl::k_TypeIn : VFadeControl::k_TypeOut;
}