mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
Ensured that guiGameListMenuCtrl adjusts values for rows marked as sliders via the left and right gamepad actions Corrected the button maps for look and move on the gamepad for the ExampleModule's default movement binds Fixed ExampleModule's default keybinds so alt+enter correctly toggles fullscreen Fixed joinServerMenu so it has a guiInputCtrl that can catch keybind events and pass them to the menuInputButtons Removed erroneous input consumption on OptionsMenuList Removed unneeded check against Graphics API list Flipped order of Anti Aliasing option to match ordering of the others Removed old, unneeded legacy option menu script files Added logic for message boxes to automatically return active MenuInputButton control to the holder before it was pushed Added fill color for the UI list gui profile so the sliders render more legibly
91 lines
3 KiB
C++
91 lines
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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#ifndef _GUIFADEINBITMAPCTRL_H_
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#define _GUIFADEINBITMAPCTRL_H_
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#ifndef _GUIBITMAPCTRL_H_
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#include "gui/controls/guiBitmapCtrl.h"
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#endif
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#ifndef _MEASE_H_
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#include "math/mEase.h"
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#endif
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/// A control that fades a bitmap in and out.
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class GuiFadeinBitmapCtrl : public GuiBitmapCtrl
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{
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public:
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typedef GuiBitmapCtrl Parent;
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protected:
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/// Color we fade in from and fade out to.
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LinearColorF mFadeColor;
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/// Reference time on which to base all fade timings.
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U32 mStartTime;
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/// Milliseconds for bitmap to fade in.
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U32 mFadeInTime;
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/// Milliseconds to wait before fade-out.
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U32 mWaitTime;
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/// Milliseconds for bitmap to fade out.
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U32 mFadeOutTime;
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/// Easing curve for fade-in.
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EaseF mFadeInEase;
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/// Easing curve for fade-out.
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EaseF mFadeOutEase;
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/// Whether the fade cycle has run completely.
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bool mDone;
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public:
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GuiFadeinBitmapCtrl();
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// GuiControl.
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virtual void onPreRender();
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virtual void onMouseDown(const GuiEvent &);
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virtual bool onKeyDown(const GuiEvent &);
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virtual bool onGamepadButtonDown(const GuiEvent& event);
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virtual bool onWake();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiFadeinBitmapCtrl );
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DECLARE_DESCRIPTION( "A control that shows a bitmap. It fades the bitmap in a set amount of time,\n"
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"then waits a set amount of time, and finally fades the bitmap back out in\n"
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"another set amount of time." );
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DECLARE_CALLBACK( void, click, ());
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DECLARE_CALLBACK( void, onDone, ());
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};
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#endif // !_GUIFADEINBITMAPCTRL_H_
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