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