Torque3D/Engine/modules/Verve/Extension/GUI/VFadeTrack.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/VFadeTrack.h"
#include "Verve/Extension/GUI/VFadeEvent.h"
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT( VFadeTrack );
//-----------------------------------------------------------------------------
VFadeTrack::VFadeTrack( void )
{
setLabel( "FadeTrack" );
}
//-----------------------------------------------------------------------------
//
// Controller Methods.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//
// VFadeTrack::onControllerEvent( pEvent );
//
// When the controller's state changes, this method is called. If the
// controller is paused, or stops playing, then the fade control will cease
// playing. If the controller resumes play, the fade control will continue.
//
// For a full list of possible events, see the 'eControllerEventType'
// declaration in VController.h.
//
//-----------------------------------------------------------------------------
bool VFadeTrack::onControllerEvent( VController::eControllerEventType pEvent )
{
if ( !Parent::onControllerEvent( pEvent ) )
{
// Skip.
return false;
}
// Enabled?
if ( !isEnabled() )
{
// Continue Processing Events.
return true;
}
// Fetch the next Event.
VFadeEvent *event;
if ( !getNextEvent( event ) )
{
// No Event.
return true;
}
// Fetch GUI Control.
VFadeControl *fadeControl = dynamic_cast<VFadeControl*>( Sim::findObject( "VFadeControlGui" ) );
if ( !fadeControl )
{
// No Control.
return true;
}
switch ( pEvent )
{
case VController::k_EventPlay:
{
// Play?
const S32 &time = getControllerTime();
fadeControl->mActive = ( time > event->getTriggerTime()
&& time < event->getFinishTime() ) ;
} break;
case VController::k_EventPause :
case VController::k_EventStop :
{
// Pause.
fadeControl->mActive = false;
} break;
}
return true;
}
//-----------------------------------------------------------------------------
//
// VFadeTrack::onControllerReset( pTime, pForward );
//
// Reset the fade state of the fade control.
//
//-----------------------------------------------------------------------------
void VFadeTrack::onControllerReset( const S32 &pTime, const bool &pForward )
{
Parent::onControllerReset( pTime, pForward );
// Fetch GUI Control.
VFadeControl *fadeControl;
if ( !Sim::findObject( "VFadeControlGUI", fadeControl ) )
{
// Invalid.
return;
}
VFadeEvent *event;
if ( !getNextEvent( event ) )
{
// No Events.
return;
}
// Apply Settings.
fadeControl->mActive = false;
fadeControl->mFadeType = event->getFadeType();
fadeControl->mDuration = event->getDuration();
fadeControl->mElapsedTime = getMax( pTime - event->getTriggerTime(), 0 );
}