Torque3D/Engine/source/afx/ce/afxGuiController.cpp

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2017-07-26 08:35:44 +00:00
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 "afx/arcaneFX.h"
#include "core/stream/bitStream.h"
#include "afx/ce/afxGuiController.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxGuiControllerData
IMPLEMENT_CO_DATABLOCK_V1(afxGuiControllerData);
ConsoleDocClass( afxGuiControllerData,
"@brief A datablock that specifies a Gui Controller effect.\n\n"
"A Gui Controller enables effect manipulation of pre-existing gui controls. With a Gui Controller effect, a regular gui control "
"is located by name, made visible during the lifetime of the effect, and potentially repositioned by projecting 3D constraint "
"positions into 2D screen space. In addition, when used with a progress-bar control, (GuiProgressCtrl, afxSpellCastBar, "
"afxStatusBar), the progress-bar will continuously reflect the elapsed progress of the effect over its lifetime."
"\n\n"
"@ingroup afxEffects\n"
"@ingroup AFX\n"
"@ingroup Datablocks\n"
);
afxGuiControllerData::afxGuiControllerData()
{
control_name = ST_NULLSTRING;
preserve_pos = false;
ctrl_client_only = false;
}
afxGuiControllerData::afxGuiControllerData(const afxGuiControllerData& other, bool temp_clone) : GameBaseData(other, temp_clone)
{
control_name = other.control_name;
preserve_pos = other.preserve_pos;
ctrl_client_only = other.ctrl_client_only;
}
#define myOffset(field) Offset(field, afxGuiControllerData)
void afxGuiControllerData::initPersistFields()
{
addField("controlName", TypeString, myOffset(control_name),
"Specifies the name of an existing gui-control.");
addField("preservePosition", TypeBool, myOffset(preserve_pos),
"When true, the gui-control will retain its initial position, otherwise the "
"gui-control position will be continuously updated using a projection of the "
"3D constraint position into 2D screen coordinates.");
addField("controllingClientOnly", TypeBool, myOffset(ctrl_client_only),
"If true, the effect will only be applied to a gui-control on the client that "
"matches the controlling-client of the primary position constraint object.");
Parent::initPersistFields();
}
bool afxGuiControllerData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
void afxGuiControllerData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->writeString(control_name);
stream->writeFlag(preserve_pos);
stream->writeFlag(ctrl_client_only);
}
void afxGuiControllerData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
control_name = stream->readSTString();
preserve_pos = stream->readFlag();
ctrl_client_only = stream->readFlag();
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//