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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#ifndef _ITICKABLE_H_
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#define _ITICKABLE_H_
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#include "core/tVector.h"
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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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// 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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protected:
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bool mProcessTick; ///< Set to true if this object wants tick processing
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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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/// 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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/// 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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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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/// Constructor
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/// This will add the object to the process list
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ITickable();
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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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/// 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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/// 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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/// 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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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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#endif |