Torque3D/Engine/source/gui/containers/guiAutoScrollCtrl.h
2012-09-19 11:15:01 -04:00

163 lines
5 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 _GUIAUTOSCROLLCTRL_H_
#define _GUIAUTOSCROLLCTRL_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#ifndef _GUITICKCTRL_H_
#include "gui/shiny/guiTickCtrl.h"
#endif
/// A control that automatically scrolls its child control upwards.
class GuiAutoScrollCtrl : public GuiTickCtrl
{
public:
typedef GuiTickCtrl Parent;
/// Scrolling direction.
enum Direction
{
Up,
Down,
Left,
Right
};
protected:
enum Phase
{
PhaseInitial, ///< Waiting to begin scrolling.
PhaseScrolling, ///< Currently scrolling.
PhaseComplete, ///< Scrolling complete.
PhaseWait ///< Wait before starting a new loop.
};
/// The direction in which to scroll.
Direction mDirection;
/// If true, scrolling will start from the beginning once finished.
bool mIsLooping;
/// Whether to scroll the child control completely out of sight.
bool mScrollOutOfSight;
/// Current phase in the scrolling animation.
Phase mCurrentPhase;
/// The current animation time.
F32 mCurrentTime;
/// The time scrolling was completed.
F32 mCompleteTime;
/// Current scrolling position. This is kept separate from the control's
/// current position value since we will receive time updates in increments
/// less than a second and thus need to have this value in floating-point.
F32 mCurrentPosition;
/// Seconds to wait before starting to scroll.
F32 mStartDelay;
/// Seconds to wait after scrolling is complete before reseting the control
/// to the initial state (only if #mIsLooping is true).
F32 mResetDelay;
/// Border to put around scrolled child control.
S32 mChildBorder;
/// Speed at which to scroll in pixels per second.
F32 mScrollSpeed;
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onTick, () );
DECLARE_CALLBACK( void, onStart, () );
DECLARE_CALLBACK( void, onComplete, () );
DECLARE_CALLBACK( void, onReset, () );
/// @}
void _reset( GuiControl* control );
bool _isScrollComplete() const;
U32 _getScrollAxis() const
{
switch( mDirection )
{
case Up: return 1;
case Down: return 1;
case Left: return 0;
case Right: return 0;
}
return 0;
}
F32 _getScrollAmount() const
{
switch( mDirection )
{
case Up: return - mScrollSpeed;
case Down: return mScrollSpeed;
case Left: return - mScrollSpeed;
case Right: return mScrollSpeed;
}
return 0.f;
}
public:
GuiAutoScrollCtrl();
void reset();
virtual bool onWake();
virtual void onSleep();
virtual void onChildAdded( GuiControl* control );
virtual void onChildRemoved( GuiControl* control );
virtual bool resize( const Point2I& newPosition, const Point2I& newExtent );
virtual void childResized( GuiControl *child );
virtual void processTick();
virtual void advanceTime( F32 timeDelta );
virtual void inspectPostApply();
static void initPersistFields();
DECLARE_CONOBJECT( GuiAutoScrollCtrl );
DECLARE_CATEGORY( "Gui Containers" );
DECLARE_DESCRIPTION( "A container that automatically scrolls its child control upwards.\n"
"Can be used, for example, for credits screens." );
};
typedef GuiAutoScrollCtrl::Direction GuiAutoScrollDirection;
DefineEnumType( GuiAutoScrollDirection );
#endif