/usr/include/Eris-1.3/Eris/View.h is in liberis-1.3-dev 1.3.23-6ubuntu1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 | #ifndef ERIS_VIEW_H
#define ERIS_VIEW_H
// WF
#include <Eris/Factory.h>
#include <Atlas/Objects/ObjectsFwd.h>
#include <wfmath/timestamp.h>
// sigc++
#include <sigc++/trackable.h>
#include <sigc++/signal.h>
#include <sigc++/slot.h>
#include <sigc++/connection.h>
// std
#include <deque>
#include <map>
#include <set>
namespace Eris
{
class Avatar;
class ViewEntity;
class Entity;
class Connection;
class Task;
/** View encapsulates the set of entities currently visible to an Avatar,
as well as those that have recently been seen. It receives visibility-affecting
ops from the IGRouter, and uses them to update its state and emit signals.
*/
class View : public sigc::trackable
{
public:
View(Avatar* av);
~View();
/**
Retrieve an entity in the view by id. Returns NULL if no such entity exists
in the view.
*/
Entity* getEntity(const std::string& eid) const;
Avatar* getAvatar() const
{
return m_owner;
}
/** return the current top-level entity. This will return NULL
until the first emission of the TopLevelEntityChanged signal. */
Entity* getTopLevel() const
{
return m_topLevel;
}
/** once-per-frame update of the View - clients should call this method
once per game loop (or similar), to allow the View to update Entity
state. This includes motion prediction for moving entities, and confidence
levels for disappeared entities.
*/
void update();
/**
Register an Entity Factory with this view
*/
void registerFactory(Factory*);
typedef sigc::slot<void, Entity*> EntitySightSlot;
/**
Conenct up a slot to be fired when an Entity with the specified ID is seen.
If the entity is already visible, this is a no-op (and will log an error)
*/
sigc::connection notifyWhenEntitySeen(const std::string& eid, const EntitySightSlot& slot);
/** emitted whenever the View creates a new Entity instance. This signal
is emitted once the entity has been fully bound into the View */
sigc::signal<void, Entity*> EntitySeen;
/** emitted when a SIGHT(CREATE) op is received for an entity */
sigc::signal<void, Entity*> EntityCreated;
/** emitted when a SIGHT(DELETE) op is received for an entity */
sigc::signal<void, Entity*> EntityDeleted;
/** emitted AFTER the avatar entity was deleted due to a SIGHT(DELETE) op is received */
sigc::signal<void> AvatarEntityDeleted;
sigc::signal<void, Entity*> Appearance;
sigc::signal<void, Entity*> Disappearance;
/// emitted when the TLVE changes
sigc::signal<void> TopLevelEntityChanged;
/**
* Emitted after a new Entity has been created and initialized.
*
* This signal is mainly meant for debugging or authoring; normal entity
* presentation logic should use EntitySeen or EntityCreated instead.
*/
sigc::signal<void, Entity*> InitialSightEntity;
void dumpLookQueue();
/**
Retrieve the current look queue size, for debugging / statistics purposes.
Eg, this could be displayed as a bar-chart on screen in a client (optionally)
*/
unsigned int lookQueueSize() const
{
return m_lookQueue.size();
}
protected:
// the router passes various relevant things to us directly
friend class IGRouter;
friend class ViewEntity;
friend class Avatar;
friend class Task;
void appear(const std::string& eid, float stamp);
void disappear(const std::string& eid);
void sight(const Atlas::Objects::Entity::RootEntity& ge);
void create(const Atlas::Objects::Entity::RootEntity& ge);
void deleteEntity(const std::string& eid);
void unseen(const std::string& eid);
void setEntityVisible(Entity* ent, bool vis);
/// test if the specified entity ID is pending initial sight on the View
bool isPending(const std::string& eid) const;
void addToPrediction(Entity* ent);
void removeFromPrediction(Entity* ent);
/** this is a hook that Entity's destructor calls to remove itself from
the View's content map. The name is unfortantely similar to the public
'EntityDeleted' signal - alternative naming suggestions appreciated. */
void entityDeleted(Entity* ent);
/**
Method to register and unregister tasks with with view, so they can
have their progress updated automatically by update(). Only certain
tasks (those with linear progress) are handled this way, but all tasks
are submitted to this method.
*/
void taskRateChanged(Task*);
private:
Entity* initialSight(const Atlas::Objects::Entity::RootEntity& ge);
Connection* getConnection() const;
void getEntityFromServer(const std::string& eid);
/** helper to update the top-level entity, fire signals, etc */
void setTopLevelEntity(Entity* newTopLevel);
Entity* createEntity(const Atlas::Objects::Entity::RootEntity&);
/**
Issue a LOOK operation for the specified entity ID. The id may be
empty for an anonymous look. The pending sight map will be updated
with the appropriate information.
*/
void sendLookAt(const std::string& eid);
/**
If the look queue is not empty, pop the first item and send a request
for it to the server.
*/
void issueQueuedLook();
void eraseFromLookQueue(const std::string& eid);
typedef std::map<std::string, Entity*> IdEntityMap;
Avatar* m_owner;
IdEntityMap m_contents;
Entity* m_topLevel; ///< the top-level visible entity for this view
WFMath::TimeStamp m_lastUpdateTime;
/** enum describing what action to take when sight of an entity
arrives. This allows us to handle intervening disappears or
deletes cleanly. */
typedef enum
{
SACTION_INVALID,
SACTION_APPEAR,
SACTION_HIDE,
SACTION_DISCARD,
SACTION_QUEUED
} SightAction;
typedef std::map<std::string, SightAction> PendingSightMap;
PendingSightMap m_pending;
/**
A queue of entities to be looked at, which have not yet be requested
from the server. The number of concurrent active LOOK requests is
capped to avoid network failures.
@sa m_maxPendingCount
*/
std::deque<std::string> m_lookQueue;
unsigned int m_maxPendingCount;
typedef sigc::signal<void, Entity*> EntitySightSignal;
typedef std::map<std::string, EntitySightSignal> NotifySightMap;
NotifySightMap m_notifySights;
typedef std::set<Entity*> EntitySet;
/** all the entities in the view which are moving, so they can be
motion predicted. */
EntitySet m_moving;
class FactoryOrdering
{
public:
bool operator()(Factory* a, Factory* b) const
{ // higher priority factories are placed nearer the start
return a->priority() > b->priority();
}
};
typedef std::multiset<Factory*, FactoryOrdering> FactoryStore;
FactoryStore m_factories;
std::set<Task*> m_progressingTasks;
};
} // of namespace Eris
#endif // of ERIS_VIEW_H
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