/* ----------------------------------------------------------------------------- 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 __FrameListener_H__ #define __FrameListener_H__ #include "OgrePrerequisites.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup General * @{ */ /** Struct containing information about a frame event. */ struct FrameEvent { /** Elapsed time in seconds since the last event. This gives you time between frame start & frame end, and between frame end and next frame start. @remarks This may not be the elapsed time but the average elapsed time between recently fired events. */ Real timeSinceLastEvent; /** Elapsed time in seconds since the last event of the same type, i.e. time for a complete frame. @remarks This may not be the elapsed time but the average elapsed time between recently fired events of the same type. */ Real timeSinceLastFrame; }; /** A interface class defining a listener which can be used to receive notifications of frame events. @remarks A 'listener' is an interface designed to be called back when particular events are called. This class defines the interface relating to frame events. In order to receive notifications of frame events, you should create a subclass of FrameListener and override the methods for which you would like to customise the resulting processing. You should then call Root::addFrameListener passing an instance of this class. There is no limit to the number of frame listeners you can register, allowing you to register multiple listeners for different purposes. Note that a frame event occurs once for all rendering targets, not once per target. */ class _OgreExport FrameListener { /* Note that this could have been an abstract class, but I made the explicit choice not to do this, because I wanted to give people the option of only implementing the methods they wanted, rather than having to create 'do nothing' implementations for those they weren't interested in. As such this class follows the 'Adapter' classes in Java rather than pure interfaces. */ public: /** Called when a frame is about to begin rendering. @remarks This event happens before any render targets have begun updating. @return True to go ahead, false to abort rendering and drop out of the rendering loop. */ virtual bool frameStarted(const FrameEvent& evt) { (void)evt; return true; } /** Called after all render targets have had their rendering commands issued, but before render windows have been asked to flip their buffers over. @remarks The usefulness of this event comes from the fact that rendering commands are queued for the GPU to process. These can take a little while to finish, and so while that is happening the CPU can be doing useful things. Once the request to 'flip buffers' happens, the thread requesting it will block until the GPU is ready, which can waste CPU cycles. Therefore, it is often a good idea to use this callback to perform per-frame processing. Of course because the frame's rendering commands have already been issued, any changes you make will only take effect from the next frame, but in most cases that's not noticeable. @return True to continue rendering, false to drop out of the rendering loop. */ virtual bool frameRenderingQueued(const FrameEvent& evt) { (void)evt; return true; } /** Called just after a frame has been rendered. @remarks This event happens after all render targets have been fully updated and the buffers switched. @return True to continue with the next frame, false to drop out of the rendering loop. */ virtual bool frameEnded(const FrameEvent& evt) { (void)evt; return true; } virtual ~FrameListener() {} }; /** @} */ /** @} */ } #endif