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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreFrameListener.h

Last change on this file was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 5.5 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8
9Permission is hereby granted, free of charge, to any person obtaining a copy
10of this software and associated documentation files (the "Software"), to deal
11in the Software without restriction, including without limitation the rights
12to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13copies of the Software, and to permit persons to whom the Software is
14furnished to do so, subject to the following conditions:
15
16The above copyright notice and this permission notice shall be included in
17all copies or substantial portions of the Software.
18
19THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25THE SOFTWARE.
26-----------------------------------------------------------------------------
27*/
28#ifndef __FrameListener_H__
29#define __FrameListener_H__
30
31
32#include "OgrePrerequisites.h"
33
34namespace Ogre {
35
36        /** \addtogroup Core
37        *  @{
38        */
39        /** \addtogroup General
40        *  @{
41        */
42        /** Struct containing information about a frame event.
43    */
44    struct FrameEvent
45    {
46        /** Elapsed time in seconds since the last event.
47            This gives you time between frame start & frame end,
48            and between frame end and next frame start.
49            @remarks
50                This may not be the elapsed time but the average
51                elapsed time between recently fired events.
52        */
53        Real timeSinceLastEvent;
54        /** Elapsed time in seconds since the last event of the same type,
55            i.e. time for a complete frame.
56            @remarks
57                This may not be the elapsed time but the average
58                elapsed time between recently fired events of the same type.
59        */
60        Real timeSinceLastFrame;
61    };
62
63
64    /** A interface class defining a listener which can be used to receive
65        notifications of frame events.
66        @remarks
67            A 'listener' is an interface designed to be called back when
68            particular events are called. This class defines the
69            interface relating to frame events. In order to receive
70            notifications of frame events, you should create a subclass of
71            FrameListener and override the methods for which you would like
72            to customise the resulting processing. You should then call
73            Root::addFrameListener passing an instance of this class.
74            There is no limit to the number of frame listeners you can register,
75            allowing you to register multiple listeners for different purposes.
76            Note that a frame event occurs once for all rendering targets,
77            not once per target.
78    */
79    class _OgreExport FrameListener
80    {
81        /*
82        Note that this could have been an abstract class, but I made
83        the explicit choice not to do this, because I wanted to give
84        people the option of only implementing the methods they wanted,
85        rather than having to create 'do nothing' implementations for
86        those they weren't interested in. As such this class follows
87        the 'Adapter' classes in Java rather than pure interfaces.
88        */
89    public:
90        /** Called when a frame is about to begin rendering.
91                @remarks
92                        This event happens before any render targets have begun updating.
93            @return
94                True to go ahead, false to abort rendering and drop
95                out of the rendering loop.
96        */
97        virtual bool frameStarted(const FrameEvent& evt)
98        { (void)evt; return true; }
99               
100                /** Called after all render targets have had their rendering commands
101                        issued, but before render windows have been asked to flip their
102                        buffers over.
103                @remarks
104                        The usefulness of this event comes from the fact that rendering
105                        commands are queued for the GPU to process. These can take a little
106                        while to finish, and so while that is happening the CPU can be doing
107                        useful things. Once the request to 'flip buffers' happens, the thread
108                        requesting it will block until the GPU is ready, which can waste CPU
109                        cycles. Therefore, it is often a good idea to use this callback to
110                        perform per-frame processing. Of course because the frame's rendering
111                        commands have already been issued, any changes you make will only
112                        take effect from the next frame, but in most cases that's not noticeable.
113                @return
114                        True to continue rendering, false to drop out of the rendering loop.
115                */
116                virtual bool frameRenderingQueued(const FrameEvent& evt)
117                { (void)evt; return true; }
118
119        /** Called just after a frame has been rendered.
120                @remarks
121                        This event happens after all render targets have been fully updated
122                        and the buffers switched.
123            @return
124                True to continue with the next frame, false to drop
125                out of the rendering loop.
126        */
127        virtual bool frameEnded(const FrameEvent& evt)
128        { (void)evt; return true; }
129
130                virtual ~FrameListener() {}
131               
132    };
133        /** @} */
134        /** @} */
135}
136
137#endif
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