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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 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 _ITICKABLE_H_
- #define _ITICKABLE_H_
- #include "core/util/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 <i>probably</i>
- /// also tell you if you forget that. Last, but assuridly not least is that you note
- /// the way that the inheretance is done: public <b>virtual</b> 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
- static U32 smTickShift; ///< Shift value to control how often Ticks occur
- static U32 smTickMs; ///< Number of milliseconds per tick, 32 in this case
- static F32 smTickSec; ///< Fraction of a second per tick
- static U32 smTickMask;
- // This just makes life easy
- typedef Vector<ITickable *>::iterator ProcessListIterator;
- /// Returns a reference to the list of all ITickable objects.
- static Vector<ITickable *>& getProcessList();
-
- bool mProcessTick; ///< Set to true if this object wants tick processing
- protected:
- /// 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.
- /// @param timeDelta Time increment in seconds.
- virtual void advanceTime( F32 timeDelta ) = 0;
- public:
- /// 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
- bool isProcessingTicks() const { return mProcessTick; };
- /// Sets this object as either tick processing or not
- /// @param tick True if this object should process ticks
- virtual void setProcessTicks( bool tick = true );
- /// Initialise the ITickable system.
- static void init( const U32 tickShift );
- /// Gets the Tick bit-shift.
- static U32 getTickShift() { return smTickShift; }
- /// Gets the Tick (ms)
- static U32 getTickMs() { return smTickMs; }
- /// Gets the Tick (seconds)
- static F32 getTickSec() { return smTickSec; }
- /// Gets the Tick mask.
- static U32 getTickMask() { return smTickMask; }
- //------------------------------------------------------------------------------
- /// This is called in clientProcess to advance the time for all ITickable
- /// objects.
- /// @param timeDelta Time increment in milliseconds.
- /// @returns True if any ticks were sent
- /// @see clientProcess
- static bool advanceTime( U32 timeDelta );
- };
- //------------------------------------------------------------------------------
- inline void ITickable::setProcessTicks( bool tick /* = true */ )
- {
- mProcessTick = tick;
- }
- #endif
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