EventManager.cpp 2.4 KB

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  1. // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/Events/EventManager.h>
  6. #include <AnKi/Scene/Events/Event.h>
  7. #include <AnKi/Scene/SceneGraph.h>
  8. namespace anki {
  9. EventManager::EventManager()
  10. {
  11. }
  12. EventManager::~EventManager()
  13. {
  14. while(!m_eventsForRegistration.isEmpty())
  15. {
  16. deleteInstance(SceneMemoryPool::getSingleton(), m_eventsForRegistration.popFront());
  17. }
  18. while(!m_events.isEmpty())
  19. {
  20. deleteInstance(SceneMemoryPool::getSingleton(), m_events.popFront());
  21. }
  22. }
  23. void EventManager::updateAllEvents(Second prevUpdateTime, Second crntTime)
  24. {
  25. // Register new events
  26. while(!m_eventsForRegistration.isEmpty())
  27. {
  28. Event* e = m_eventsForRegistration.popFront();
  29. m_events.pushBack(e);
  30. }
  31. for(Event& event : m_events)
  32. {
  33. if(event.isMarkedForDeletion())
  34. {
  35. continue;
  36. }
  37. if(assosiatedNodesMarkedForDeletion(event))
  38. {
  39. event.markForDeletion();
  40. continue;
  41. }
  42. if(event.m_startTime < 0.0)
  43. {
  44. // Start the event now
  45. event.m_startTime = crntTime;
  46. }
  47. // Check if dead
  48. if(!event.isDead(crntTime))
  49. {
  50. // If not dead update it
  51. if(event.getStartTime() <= crntTime)
  52. {
  53. event.update(prevUpdateTime, crntTime);
  54. }
  55. if(assosiatedNodesMarkedForDeletion(event))
  56. {
  57. // Maybe the event marked the node for deletion, delete the event
  58. event.markForDeletion();
  59. }
  60. }
  61. else
  62. {
  63. // Dead, reanimate or kill
  64. if(event.getReanimate())
  65. {
  66. event.m_startTime = prevUpdateTime;
  67. event.update(prevUpdateTime, crntTime);
  68. }
  69. else
  70. {
  71. event.onKilled(prevUpdateTime, crntTime);
  72. if(!event.getReanimate())
  73. {
  74. event.markForDeletion();
  75. }
  76. }
  77. }
  78. }
  79. // Delete events
  80. DynamicArray<Event*, MemoryPoolPtrWrapper<StackMemoryPool>> eventsForDeletion(&SceneGraph::getSingleton().getFrameMemoryPool());
  81. for(Event& event : m_events)
  82. {
  83. if(event.isMarkedForDeletion() || assosiatedNodesMarkedForDeletion(event))
  84. {
  85. eventsForDeletion.emplaceBack(&event);
  86. }
  87. }
  88. for(Event* e : eventsForDeletion)
  89. {
  90. m_events.erase(e);
  91. deleteInstance(SceneMemoryPool::getSingleton(), e);
  92. }
  93. eventsForDeletion.destroy();
  94. }
  95. Bool EventManager::assosiatedNodesMarkedForDeletion(const Event& e)
  96. {
  97. for(const SceneNode* node : e.getAssociatedSceneNodes())
  98. {
  99. if(node->isMarkedForDeletion())
  100. {
  101. return true;
  102. }
  103. }
  104. return false;
  105. }
  106. } // end namespace anki