/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd 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 __Controller_H__ #define __Controller_H__ #include "OgrePrerequisites.h" #include "OgreSharedPtr.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup General * @{ */ /** Subclasses of this class are responsible for performing a function on an input value for a Controller. @remarks This abstract class provides the interface that needs to be supported for a custom function which can be 'plugged in' to a Controller instance, which controls some object value based on an input value. For example, the WaveControllerFunction class provided by Ogre allows you to use various waveforms to translate an input value to an output value. @par You are free to create your own subclasses in order to define any function you wish. */ template class ControllerFunction : public ControllerAlloc { protected: /// If true, function will add input values together and wrap at 1.0 before evaluating bool mDeltaInput; T mDeltaCount; /** Gets the input value as adjusted by any delta. */ T getAdjustedInput(T input) { if (mDeltaInput) { mDeltaCount += input; // Wrap while (mDeltaCount >= 1.0) mDeltaCount -= 1.0; while (mDeltaCount < 0.0) mDeltaCount += 1.0; return mDeltaCount; } else { return input; } } public: /** Constructor. @param deltaInput If true, signifies that the input will be a delta value such that the function should add it to an internal counter before calculating the output. */ ControllerFunction(bool deltaInput) { mDeltaInput = deltaInput; mDeltaCount = 0; } virtual ~ControllerFunction() {} virtual T calculate(T sourceValue) = 0; }; /** Can either be used as an input or output value. */ template class ControllerValue : public ControllerAlloc { public: virtual ~ControllerValue() { } virtual T getValue(void) const = 0; virtual void setValue(T value) = 0; }; /** Instances of this class 'control' the value of another object in the system. @remarks Controller classes are used to manage the values of object automatically based on the value of some input. For example, a Controller could animate a texture by controlling the current frame of the texture based on time, or a different Controller could change the colour of a material used for a spaceship shield mesh based on the remaining shield power level of the ship. @par The Controller is an intentionally abstract concept - it can generate values based on input and a function, which can either be one of the standard ones supplied, or a function can be 'plugged in' for custom behaviour - see the ControllerFunction class for details. Both the input and output values are via ControllerValue objects, meaning that any value can be both input and output of the controller. @par Whilst this is very flexible, it can be a little bit confusing so to make it simpler the most often used controller setups are available by calling methods on the ControllerManager object. @see ControllerFunction */ template class Controller : public ControllerAlloc { protected: /// Source value SharedPtr< ControllerValue > mSource; /// Destination value SharedPtr< ControllerValue > mDest; /// Function SharedPtr< ControllerFunction > mFunc; /// Controller is enabled or not bool mEnabled; public: /** Usual constructor. @remarks Requires source and destination values, and a function object. None of these are destroyed with the Controller when it is deleted (they can be shared) so you must delete these as appropriate. */ Controller(const SharedPtr< ControllerValue >& src, const SharedPtr< ControllerValue >& dest, const SharedPtr< ControllerFunction >& func) : mSource(src), mDest(dest), mFunc(func) { mEnabled = true; } /** Default d-tor. */ virtual ~Controller() {} /// Sets the input controller value void setSource(const SharedPtr< ControllerValue >& src) { mSource = src; } /// Gets the input controller value const SharedPtr< ControllerValue >& getSource(void) const { return mSource; } /// Sets the output controller value void setDestination(const SharedPtr< ControllerValue >& dest) { mDest = dest; } /// Gets the output controller value const SharedPtr< ControllerValue >& getDestination(void) const { return mDest; } /// Returns true if this controller is currently enabled bool getEnabled(void) const { return mEnabled; } /// Sets whether this controller is enabled void setEnabled(bool enabled) { mEnabled = enabled; } /** Sets the function object to be used by this controller. */ void setFunction(const SharedPtr< ControllerFunction >& func) { mFunc = func; } /** Returns a pointer to the function object used by this controller. */ const SharedPtr< ControllerFunction >& getFunction(void) const { return mFunc; } /** Tells this controller to map it's input controller value to it's output controller value, via the controller function. @remarks This method is called automatically every frame by ControllerManager. */ void update(void) { if(mEnabled) mDest->setValue(mFunc->calculate(mSource->getValue())); } }; /** @} */ /** @} */ } #endif