//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _GUITICKCTRL_H_ #define _GUITICKCTRL_H_ #include "gui/core/guiControl.h" #include "core/iTickable.h" /// This Gui Control is designed to be subclassed and let people create controls /// which want to recieve update ticks at a constant interval. This class was /// created to be the Parent class of a control which used a DynamicTexture /// along with a VectorField to create warping effects much like the ones found /// in visualization displays for iTunes or Winamp. Those displays are updated /// at the framerate frequency. This works fine for those effects, however for /// an application of the same type of effects for things like Gui transitions /// the framerate-driven update frequency is not desireable because it does not /// allow the developer to be able to have any idea of a consistant user-experience. /// /// Enter the ITickable interface. This lets the Gui control, in this case, update /// the dynamic texture at a constant rate of once per tick, even though it gets /// rendered every frame, thus creating a framerate-independant update frequency /// so that the effects are at a consistant speed regardless of the specifics /// of the system the user is on. This means that the screen-transitions will /// occur in the same time on a machine getting 300fps in the Gui shell as a /// machine which gets 150fps in the Gui shell. /// @see ITickable class GuiTickCtrl : public GuiControl, public virtual ITickable { typedef GuiControl Parent; private: protected: // So this can be instantiated and not be a pure virtual class virtual void interpolateTick( F32 delta ) {}; virtual void processTick() {}; virtual void advanceTime( F32 timeDelta ) {}; public: DECLARE_CONOBJECT( GuiTickCtrl ); }; #endif