//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CLIENT_THINKLIST_H #define CLIENT_THINKLIST_H #ifdef _WIN32 #pragma once #endif #include "IGameSystem.h" #include "utllinkedlist.h" #include "cliententitylist.h" #include "iclientthinkable.h" #include "utlrbtree.h" #define CLIENT_THINK_ALWAYS -1293 #define CLIENT_THINK_NEVER -1 #define INVALID_THINK_HANDLE ClientThinkList()->GetInvalidThinkHandle() class CClientThinkList : public IGameSystemPerFrame { public: CClientThinkList(); virtual ~CClientThinkList(); virtual char const *Name() { return "CClientThinkList"; } virtual bool IsPerFrame() { return true; } // Set the next time at which you want to think. You can also use // one of the CLIENT_THINK_ defines. void SetNextClientThink( ClientEntityHandle_t hEnt, float nextTime ); // Remove an entity from the think list. void RemoveThinkable( ClientEntityHandle_t hEnt ); // Use to initialize your think handles in IClientThinkables. ClientThinkHandle_t GetInvalidThinkHandle(); // This is called after network updating and before rendering. void PerformThinkFunctions(); // Call this to destroy a thinkable object - deletes the object post think. void AddToDeleteList( ClientEntityHandle_t hEnt ); void RemoveFromDeleteList( ClientEntityHandle_t hEnt ); // IClientSystem implementation. public: virtual bool Init(); virtual void PostInit() {}; virtual void Shutdown(); virtual void LevelInitPreEntity(); virtual void LevelInitPostEntity() {} virtual void LevelShutdownPreEntity(); virtual void LevelShutdownPostEntity(); virtual void PreRender(); virtual void PostRender() { } virtual void Update( float frametime ); virtual void OnSave() {} virtual void OnRestore() {} virtual void SafeRemoveIfDesired() {} private: struct ThinkEntry_t { ClientEntityHandle_t m_hEnt; float m_flNextClientThink; float m_flLastClientThink; int m_nIterEnum; }; struct ThinkListChanges_t { ClientEntityHandle_t m_hEnt; ClientThinkHandle_t m_hThink; float m_flNextTime; }; // Internal stuff. private: void SetNextClientThink( ClientThinkHandle_t hThink, float nextTime ); void RemoveThinkable( ClientThinkHandle_t hThink ); void PerformThinkFunction( ThinkEntry_t *pEntry, float curtime ); ThinkEntry_t* GetThinkEntry( ClientThinkHandle_t hThink ); void CleanUpDeleteList(); // Add entity to frame think list void AddEntityToFrameThinkList( ThinkEntry_t *pEntry, bool bAlwaysChain, int &nCount, ThinkEntry_t **ppFrameThinkList ); private: CUtlLinkedList m_ThinkEntries; CUtlVector m_aDeleteList; CUtlVector m_aChangeList; // Makes sure the entries are thinked once per frame in the face of hierarchy int m_nIterEnum; bool m_bInThinkLoop; }; // -------------------------------------------------------------------------------- // // Inlines. // -------------------------------------------------------------------------------- // inline ClientThinkHandle_t CClientThinkList::GetInvalidThinkHandle() { return (ClientThinkHandle_t)m_ThinkEntries.InvalidIndex(); } inline CClientThinkList::ThinkEntry_t* CClientThinkList::GetThinkEntry( ClientThinkHandle_t hThink ) { return &m_ThinkEntries[ (unsigned long)hThink ]; } inline CClientThinkList* ClientThinkList() { extern CClientThinkList g_ClientThinkList; return &g_ClientThinkList; } #endif // CLIENT_THINKLIST_H