mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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65 lines
3.3 KiB
C++
65 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gui/shiny/guiTickCtrl.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT( GuiTickCtrl );
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ConsoleDocClass( GuiTickCtrl,
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"@brief Brief Description.\n\n"
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"This Gui Control is designed to be subclassed to let people create controls "
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"which want to receive update ticks at a constant interval. This class was "
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"created to be the Parent class of a control which used a DynamicTexture "
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"along with a VectorField to create warping effects much like the ones found "
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"in visualization displays for iTunes or Winamp. Those displays are updated "
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"at the framerate frequency. This works fine for those effects, however for "
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"an application of the same type of effects for things like Gui transitions "
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"the framerate-driven update frequency is not desirable because it does not "
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"allow the developer to be able to have any idea of a consistent user-experience.\n\n"
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"Enter the ITickable interface. This lets the Gui control, in this case, update "
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"the dynamic texture at a constant rate of once per tick, even though it gets "
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"rendered every frame, thus creating a framerate-independent update frequency "
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"so that the effects are at a consistent speed regardless of the specifics "
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"of the system the user is on. This means that the screen-transitions will "
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"occur in the same time on a machine getting 300fps in the Gui shell as a "
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"machine which gets 150fps in the Gui shell.\n\n"
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"@ingroup GuiUtil\n");
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//------------------------------------------------------------------------------
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static ConsoleDocFragment _setProcessTicks(
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"This will set this object to either be processing ticks or not.\n\n"
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"@param tick (optional) True or nothing to enable ticking, false otherwise.\n\n"
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"@tsexample\n"
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"// Turn off ticking for a control, like a MenuBar (declared previously)\n"
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"%sampleMenuBar.setProcessTicks(false);\n"
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"@endtsexample\n\n",
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"GuiTickCtrl",
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"void setProcessTicks( bool tick )"
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);
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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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} |