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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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
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// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
# include "gui/shiny/guiTickCtrl.h"
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# include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT ( GuiTickCtrl ) ;
ConsoleDocClass ( GuiTickCtrl ,
" @brief Brief Description. \n \n "
" This Gui Control is designed to be subclassed to let people create controls "
" which want to receive update ticks at a constant interval. This class was "
" created to be the Parent class of a control which used a DynamicTexture "
" along with a VectorField to create warping effects much like the ones found "
" in visualization displays for iTunes or Winamp. Those displays are updated "
" at the framerate frequency. This works fine for those effects, however for "
" an application of the same type of effects for things like Gui transitions "
" the framerate-driven update frequency is not desirable because it does not "
" allow the developer to be able to have any idea of a consistent user-experience. \n \n "
" Enter the ITickable interface. This lets the Gui control, in this case, update "
" the dynamic texture at a constant rate of once per tick, even though it gets "
" rendered every frame, thus creating a framerate-independent update frequency "
" so that the effects are at a consistent speed regardless of the specifics "
" of the system the user is on. This means that the screen-transitions will "
" occur in the same time on a machine getting 300fps in the Gui shell as a "
" machine which gets 150fps in the Gui shell. \n \n "
" @ingroup GuiUtil \n " ) ;
//------------------------------------------------------------------------------
static ConsoleDocFragment _setProcessTicks (
" This will set this object to either be processing ticks or not. \n \n "
" @param tick (optional) True or nothing to enable ticking, false otherwise. \n \n "
" @tsexample \n "
" // Turn off ticking for a control, like a MenuBar (declared previously) \n "
" %sampleMenuBar.setProcessTicks(false); \n "
" @endtsexample \n \n " ,
" GuiTickCtrl " ,
" void setProcessTicks( bool tick ) "
) ;
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DefineEngineMethod ( GuiTickCtrl , setProcessTicks , void , ( bool tick ) , ( true ) , " ( [tick = true] ) - This will set this object to either be processing ticks or not " )
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{
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object - > setProcessTicks ( tick ) ;
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}