mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
163 lines
5 KiB
C++
163 lines
5 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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#ifndef _GUIAUTOSCROLLCTRL_H_
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#define _GUIAUTOSCROLLCTRL_H_
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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#ifndef _GUITICKCTRL_H_
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#include "gui/shiny/guiTickCtrl.h"
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#endif
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/// A control that automatically scrolls its child control upwards.
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class GuiAutoScrollCtrl : public GuiTickCtrl
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{
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public:
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typedef GuiTickCtrl Parent;
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/// Scrolling direction.
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enum Direction
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{
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Up,
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Down,
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Left,
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Right
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};
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protected:
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enum Phase
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{
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PhaseInitial, ///< Waiting to begin scrolling.
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PhaseScrolling, ///< Currently scrolling.
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PhaseComplete, ///< Scrolling complete.
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PhaseWait ///< Wait before starting a new loop.
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};
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/// The direction in which to scroll.
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Direction mDirection;
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/// If true, scrolling will start from the beginning once finished.
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bool mIsLooping;
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/// Whether to scroll the child control completely out of sight.
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bool mScrollOutOfSight;
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/// Current phase in the scrolling animation.
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Phase mCurrentPhase;
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/// The current animation time.
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F32 mCurrentTime;
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/// The time scrolling was completed.
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F32 mCompleteTime;
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/// Current scrolling position. This is kept separate from the control's
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/// current position value since we will receive time updates in increments
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/// less than a second and thus need to have this value in floating-point.
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F32 mCurrentPosition;
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/// Seconds to wait before starting to scroll.
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F32 mStartDelay;
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/// Seconds to wait after scrolling is complete before reseting the control
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/// to the initial state (only if #mIsLooping is true).
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F32 mResetDelay;
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/// Border to put around scrolled child control.
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S32 mChildBorder;
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/// Speed at which to scroll in pixels per second.
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F32 mScrollSpeed;
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onTick, () );
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DECLARE_CALLBACK( void, onStart, () );
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DECLARE_CALLBACK( void, onComplete, () );
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DECLARE_CALLBACK( void, onReset, () );
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/// @}
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void _reset( GuiControl* control );
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bool _isScrollComplete() const;
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U32 _getScrollAxis() const
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{
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switch( mDirection )
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{
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case Up: return 1;
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case Down: return 1;
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case Left: return 0;
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case Right: return 0;
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}
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return 0;
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}
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F32 _getScrollAmount() const
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{
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switch( mDirection )
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{
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case Up: return - mScrollSpeed;
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case Down: return mScrollSpeed;
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case Left: return - mScrollSpeed;
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case Right: return mScrollSpeed;
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}
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return 0.f;
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}
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public:
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GuiAutoScrollCtrl();
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void reset();
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virtual bool onWake();
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virtual void onSleep();
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virtual void onChildAdded( GuiControl* control );
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virtual void onChildRemoved( GuiControl* control );
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virtual bool resize( const Point2I& newPosition, const Point2I& newExtent );
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virtual void childResized( GuiControl *child );
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virtual void processTick();
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virtual void advanceTime( F32 timeDelta );
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virtual void inspectPostApply();
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiAutoScrollCtrl );
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DECLARE_CATEGORY( "Gui Containers" );
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DECLARE_DESCRIPTION( "A container that automatically scrolls its child control upwards.\n"
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"Can be used, for example, for credits screens." );
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};
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typedef GuiAutoScrollCtrl::Direction GuiAutoScrollDirection;
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DefineEnumType( GuiAutoScrollDirection );
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#endif
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