//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SIM_EVENT_H_ #define _SIM_EVENT_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif //--------------------------------------------------------------------------- class SimObject; typedef U32 SimTime; //--------------------------------------------------------------------------- /// Represents a queued event in the sim. /// /// Sim provides an event queue for your convenience, which /// can be used to schedule events. A few things which use /// this event queue: /// /// - The scene lighting system. In order to keep the game /// responsive while scene lighting occurs, the lighting /// process is divided into little chunks. In implementation /// terms, there is a subclass of SimEvent called /// SceneLightingProcessEvent. The process method of this /// subclass calls into the lighting code, telling it to /// perform the next chunk of lighting calculations. /// - The schedule() console function uses a subclass of /// SimEvent called SimConsoleEvent to keep track of /// scheduled events. class SimEvent { public: SimEvent *nextEvent; ///< Linked list details - pointer to next item in the list. SimTime startTime; ///< When the event was posted. SimTime time; ///< When the event is scheduled to occur. U32 sequenceCount; ///< Unique ID. These are assigned sequentially based on order /// of addition to the list. SimObject *destObject; ///< Object on which this event will be applied. SimEvent() { destObject = NULL; } virtual ~SimEvent() {} ///< Destructor /// /// A dummy virtual destructor is required /// so that subclasses can be deleted properly /// Function called when event occurs. /// /// This is where the meat of your event's implementation goes. /// /// See any of the subclasses for ideas of what goes in here. /// /// The event is deleted immediately after processing. If the /// object referenced in destObject is deleted, then the event /// is not called. The even will be executed unconditionally if /// the object referenced is NULL. /// /// @param object Object stored in destObject. virtual void process(SimObject *object)=0; }; #endif // _SIM_EVENT_H_