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48
Torque/SDK/engine/gui/shiny/guiTickCtrl.h
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48
Torque/SDK/engine/gui/shiny/guiTickCtrl.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _GUITICKCTRL_H_
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#define _GUITICKCTRL_H_
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#include "gui/core/guiControl.h"
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#include "core/iTickable.h"
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/// This Gui Control is designed to be subclassed and let people create controls
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/// which want to recieve 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 desireable because it does not
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/// allow the developer to be able to have any idea of a consistant user-experience.
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///
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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-independant update frequency
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/// so that the effects are at a consistant 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.
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/// @see ITickable
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class GuiTickCtrl : public GuiControl, public virtual ITickable
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{
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typedef GuiControl Parent;
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private:
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protected:
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// So this can be instantiated and not be a pure virtual class
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virtual void interpolateTick( F32 delta ) {};
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virtual void processTick() {};
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virtual void advanceTime( F32 timeDelta ) {};
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public:
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DECLARE_CONOBJECT( GuiTickCtrl );
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};
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#endif
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