Torque3D/Engine/source/gui/shiny/guiTickCtrl.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

66 lines
3 KiB
C++

//-----------------------------------------------------------------------------
// 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
// 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.
//-----------------------------------------------------------------------------
#ifndef _GUITICKCTRL_H_
#define _GUITICKCTRL_H_
#include "gui/core/guiControl.h"
#include "core/iTickable.h"
/// 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.
///
/// 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.
/// @see ITickable
class GuiTickCtrl : public GuiControl, public virtual ITickable
{
typedef GuiControl Parent;
private:
protected:
// So this can be instantiated and not be a pure virtual class
void interpolateTick( F32 delta ) override {};
void processTick() override {};
void advanceTime( F32 timeDelta ) override {};
public:
DECLARE_CONOBJECT( GuiTickCtrl );
DECLARE_CATEGORY( "Gui Other" );
};
#endif