mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
209 lines
6.6 KiB
C++
209 lines
6.6 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 "platform/platform.h"
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#include "gui/game/guiFadeinBitmapCtrl.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxDrawUtil.h"
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#include "math/mathTypes.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT( GuiFadeinBitmapCtrl );
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ConsoleDocClass( GuiFadeinBitmapCtrl,
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"@brief A GUI control which renders a black square over a bitmap image. The black square will fade out, then fade back in after a determined time.\n"
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"This control is especially useful for transitions and splash screens.\n\n"
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"@tsexample\n"
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"new GuiFadeinBitmapCtrl()\n"
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" {\n"
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" fadeinTime = \"1000\";\n"
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" waitTime = \"2000\";\n"
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" fadeoutTime = \"1000\";\n"
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" done = \"1\";\n"
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" // Additional GUI properties that are not specific to GuiFadeinBitmapCtrl have been omitted from this example.\n"
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" };\n"
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"@endtsexample\n\n"
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"@see GuiBitmapCtrl\n\n"
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"@ingroup GuiCore\n"
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);
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IMPLEMENT_CALLBACK( GuiFadeinBitmapCtrl, click, void, (),(),
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"@brief Informs the script level that this object received a Click event from the cursor or keyboard.\n\n"
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"@tsexample\n"
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"GuiFadeInBitmapCtrl::click(%this)\n"
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" {\n"
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" // Code to run when click occurs\n"
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" }\n"
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"@endtsexample\n\n"
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"@see GuiCore\n\n"
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);
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IMPLEMENT_CALLBACK( GuiFadeinBitmapCtrl, onDone, void, (),(),
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"@brief Informs the script level that this object has completed is fade cycle.\n\n"
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"@tsexample\n"
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"GuiFadeInBitmapCtrl::onDone(%this)\n"
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" {\n"
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" // Code to run when the fade cycle completes\n"
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" }\n"
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"@endtsexample\n\n"
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"@see GuiCore\n\n"
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);
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//-----------------------------------------------------------------------------
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GuiFadeinBitmapCtrl::GuiFadeinBitmapCtrl()
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: mFadeColor( 0.f, 0.f, 0.f ),
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mStartTime( 0 ),
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mFadeInTime( 1000 ),
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mWaitTime( 2000 ),
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mFadeOutTime( 1000 ),
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mDone( false )
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{
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}
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//-----------------------------------------------------------------------------
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void GuiFadeinBitmapCtrl::initPersistFields()
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{
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docsURL;
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addGroup( "Fading" );
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addField( "fadeColor", TypeColorF, Offset( mFadeColor, GuiFadeinBitmapCtrl ),
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"Color to fade in from and fade out to." );
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addField( "fadeInTime", TypeS32, Offset( mFadeInTime, GuiFadeinBitmapCtrl ),
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"Milliseconds for the bitmap to fade in." );
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addField( "waitTime", TypeS32, Offset( mWaitTime, GuiFadeinBitmapCtrl ),
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"Milliseconds to wait after fading in before fading out the bitmap." );
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addField( "fadeOutTime", TypeS32, Offset( mFadeOutTime, GuiFadeinBitmapCtrl ),
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"Milliseconds for the bitmap to fade out." );
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addField( "fadeInEase", TypeEaseF, Offset( mFadeInEase, GuiFadeinBitmapCtrl ),
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"Easing curve for fade-in." );
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addField( "fadeOutEase", TypeEaseF, Offset( mFadeOutEase, GuiFadeinBitmapCtrl ),
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"Easing curve for fade-out." );
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addField( "done", TypeBool, Offset( mDone, GuiFadeinBitmapCtrl ),
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"Whether the fade cycle has finished running." );
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endGroup( "Fading" );
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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void GuiFadeinBitmapCtrl::onPreRender()
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{
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Parent::onPreRender();
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setUpdate();
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}
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//-----------------------------------------------------------------------------
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void GuiFadeinBitmapCtrl::onMouseDown(const GuiEvent &)
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{
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click_callback();
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}
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//-----------------------------------------------------------------------------
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bool GuiFadeinBitmapCtrl::onKeyDown(const GuiEvent &)
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{
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click_callback();
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return true;
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}
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bool GuiFadeinBitmapCtrl::onGamepadButtonDown(const GuiEvent& event)
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{
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click_callback();
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return true;
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}
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//-----------------------------------------------------------------------------
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bool GuiFadeinBitmapCtrl::onWake()
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{
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if( !Parent::onWake() )
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return false;
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// Reset reference time.
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mStartTime = 0;
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return true;
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}
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//-----------------------------------------------------------------------------
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void GuiFadeinBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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Parent::onRender(offset, updateRect);
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// Set reference time if we haven't already. This is done here when rendering
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// starts so that we begin counting from the time the control is actually
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// visible rather than from its onWake() (which may be a considerable time
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// before the control actually gets to render).
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if( !mStartTime )
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mStartTime = Platform::getRealMilliseconds();
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// Compute overlay alpha.
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U32 elapsed = Platform::getRealMilliseconds() - mStartTime;
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U32 alpha;
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if( elapsed < mFadeInTime )
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{
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// fade-in
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alpha = 255.f * ( 1.0f - mFadeInEase.getValue( elapsed, 0.f, 1.f, mFadeInTime ) );
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}
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else if( elapsed < ( mFadeInTime + mWaitTime ) )
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{
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// wait
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alpha = 0;
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}
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else if( elapsed < ( mFadeInTime + mWaitTime + mFadeOutTime ) )
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{
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// fade out
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elapsed -= ( mFadeInTime + mWaitTime );
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alpha = mFadeOutEase.getValue( elapsed, 0.f, 255.f, mFadeOutTime );
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}
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else
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{
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// done state
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alpha = mFadeOutTime ? 255 : 0;
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mDone = true;
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// Trigger onDone callback except when in Gui Editor.
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if( !smDesignTime )
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onDone_callback();
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}
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// Render overlay on top of bitmap.
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ColorI color = mFadeColor.toColorI();
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color.alpha = alpha;
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GFX->getDrawUtil()->drawRectFill( offset, getExtent() + offset, color );
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}
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