//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _ITICKABLE_H_ #define _ITICKABLE_H_ #include "core/tVector.h" /// This interface allows you to let any object be ticked. You use it like so: /// @code /// class FooClass : public SimObject, public virtual ITickable /// { /// // You still mark SimObject as Parent /// typdef SimObject Parent; /// private: /// ... /// /// protected: /// // These three methods are the interface for ITickable /// virtual void interpolateTick( F32 delta ); /// virtual void processTick(); /// virtual void advanceTime( F32 timeDelta ); /// /// public: /// ... /// }; /// @endcode /// Please note the three methods you must implement to use ITickable, but don't /// worry. If you forget, the compiler will tell you so. Also note that the /// typedef for Parent should NOT BE SET to ITickable, the compiler will probably /// also tell you if you forget that. Last, but assuridly not least is that you note /// the way that the inheretance is done: public virtual ITickable /// It is very important that you keep the virtual keyword in there, otherwise /// proper behavior is not guarenteed. You have been warned. /// /// The point of a tickable object is that the object gets ticks at a fixed rate /// which is one tick every 32ms. This means, also, that if an object doesn't get /// updated for 64ms, that the next update it will get two-ticks. Basically it /// comes down to this. You are assured to get one tick per 32ms of time passing /// provided that isProcessingTicks returns true when ITickable calls it. /// /// isProcessingTicks is a virtual method and you can (should you want to) /// override it and put some extended functionality to decide if you want to /// recieve tick-notification or not. /// /// The other half of this is that you get time-notification from advanceTime. /// advanceTime lets you know when time passes regardless of the return value /// of isProcessingTicks. The object WILL get the advanceTime call every single /// update. The argument passed to advanceTime is the time since the last call /// to advanceTime. Updates are not based on the 32ms tick time. Updates are /// dependant on framerate. So you may get 200 advanceTime calls in a second, or you /// may only get 20. There is no way of assuring consistant calls of advanceTime /// like there is with processTick. Both are useful for different things, and /// it is important to understand the differences between them. /// /// Interpolation is the last part of the ITickable interface. It is called /// every update, as long as isProcessingTicks evaluates to true on the object. /// This is used to interpolate between 32ms ticks. The argument passed to /// interpolateTick is the time since the last call to processTick. You can see /// in the code for ITickable::advanceTime that before a tick occurs it calls /// interpolateTick(0) on every object. This is to tell objects which do interpolate /// between ticks to reset their interpolation because they are about to get a /// new tick. /// /// This is an extremely powerful interface when used properly. An example of a class /// that properly uses this interface is GuiTickCtrl. The documentation for that /// class describes why it was created and why it was important that it use /// a consistant update frequency for its effects. /// @see GuiTickCtrl /// /// @todo Support processBefore/After and move the GameBase processing over to use ITickable class ITickable { private: static U32 smLastTick; ///< Time of the last tick that occurred static U32 smLastTime; ///< Last time value at which advanceTime was called static U32 smLastDelta; ///< Last delta value for advanceTime // This just makes life easy typedef Vector::iterator ProcessListIterator; /// Returns a reference to the list of all ITickable objects. static Vector& getProcessList(); protected: bool mProcessTick; ///< Set to true if this object wants tick processing /// This method is called every frame and lets the control interpolate between /// ticks so you can smooth things as long as isProcessingTicks returns true /// when it is called on the object virtual void interpolateTick( F32 delta ) = 0; /// This method is called once every 32ms if isProcessingTicks returns true /// when called on the object virtual void processTick() = 0; /// This method is called once every frame regardless of the return value of /// isProcessingTicks and informs the object of the passage of time virtual void advanceTime( F32 timeDelta ) = 0; public: // Can let everyone look at these if they want to static const U32 smTickShift; ///< Shift value to control how often Ticks occur static const U32 smTickMs; ///< Number of milliseconds per tick, 32 in this case static const F32 smTickSec; ///< Fraction of a second per tick static const U32 smTickMask; /// Constructor /// This will add the object to the process list ITickable(); /// Destructor /// Remove this object from the process list virtual ~ITickable(); /// Is this object wanting to receive tick notifications /// @returns True if object wants tick notifications virtual bool isProcessingTicks() const { return mProcessTick; }; /// Sets this object as either tick processing or not /// @parm tick True if this object should process ticks virtual void setProcessTicks( bool tick = true ); //------------------------------------------------------------------------------ /// This is called in clientProcess to advance the time for all ITickable /// objects /// @returns True if any ticks were sent /// @see clientProcess static bool advanceTime( U32 timeDelta ); }; //------------------------------------------------------------------------------ inline void ITickable::setProcessTicks( bool tick /* = true */ ) { mProcessTick = tick; } #endif