Coverage Report

Created: 2026-09-04 06:30

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/src/ogre/OgreMain/src/OgreControllerManager.cpp
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#include "OgreStableHeaders.h"
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#include "OgreControllerManager.h"
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#include "OgrePredefinedControllers.h"
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namespace Ogre {
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    //-----------------------------------------------------------------------
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    template<> ControllerManager* Singleton<ControllerManager>::msSingleton = 0;
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    ControllerManager* ControllerManager::getSingletonPtr(void)
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    {
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        return msSingleton;
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    }
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    ControllerManager& ControllerManager::getSingleton(void)
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    {  
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        assert( msSingleton );  return ( *msSingleton );  
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    }
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    //-----------------------------------------------------------------------
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    ControllerManager::ControllerManager()
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        : mFrameTimeController(OGRE_NEW FrameTimeControllerValue())
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        , mPassthroughFunction(OGRE_NEW PassthroughControllerFunction())
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        , mLastFrameNumber(0)
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    {
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    }
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    //-----------------------------------------------------------------------
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    ControllerManager::~ControllerManager()
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    {
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        clearControllers();
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createController(
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        const ControllerValueRealPtr& src, const ControllerValueRealPtr& dest,
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        const ControllerFunctionRealPtr& func)
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    {
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        ControllerFloat* c = OGRE_NEW ControllerFloat(src, dest, func);
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        mControllers.push_back(c);
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        return c;
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createFrameTimePassthroughController(
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        const ControllerValueRealPtr& dest)
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    {
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        return createController(getFrameTimeSource(), dest, getPassthroughControllerFunction());
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    }
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    //-----------------------------------------------------------------------
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    void ControllerManager::updateAllControllers(void)
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    {
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        // Only update once per frame
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        unsigned long thisFrameNumber = Root::getSingleton().getNextFrameNumber();
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        if (thisFrameNumber != mLastFrameNumber)
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        {
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            auto controllersCopy = mControllers;
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            for (auto *ci : controllersCopy)
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            {
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                ci->update();
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            }
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            mLastFrameNumber = thisFrameNumber;
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        }
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    }
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    //-----------------------------------------------------------------------
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    void ControllerManager::clearControllers(void)
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    {
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        for (auto *ci : mControllers)
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        {
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            OGRE_DELETE ci;
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        }
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        mControllers.clear();
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    }
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    //-----------------------------------------------------------------------
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    const ControllerValueRealPtr& ControllerManager::getFrameTimeSource(void) const
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    {
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        return mFrameTimeController;
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    }
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    //-----------------------------------------------------------------------
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    const ControllerFunctionRealPtr& ControllerManager::getPassthroughControllerFunction(void) const
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    {
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        return mPassthroughFunction;
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createTextureAnimator(TextureUnitState* layer, Real sequenceTime)
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    {
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        return createController(mFrameTimeController, TextureFrameControllerValue::create(layer),
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                                AnimationControllerFunction::create(sequenceTime));
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createTextureUVScroller(TextureUnitState* layer, Real speed)
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    {
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        ControllerFloat* ret = 0;
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        if (speed != 0)
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        {
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            // We do both scrolls with a single controller
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            // Create function: use -speed since we're altering texture coords so they have reverse effect
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            ret = createController(mFrameTimeController, TexCoordModifierControllerValue::create(layer, true, true),
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                                   ScaleControllerFunction::create(-speed, true));
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        }
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        return ret;
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createTextureUScroller(TextureUnitState* layer, Real uSpeed)
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    {
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        ControllerFloat* ret = 0;
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        if (uSpeed != 0)
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        {
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            // Create function: use -speed since we're altering texture coords so they have reverse effect
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            ret = createController(mFrameTimeController, TexCoordModifierControllerValue::create(layer, true),
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                                   ScaleControllerFunction::create(-uSpeed, true));
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        }
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        return ret;
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createTextureVScroller(TextureUnitState* layer, Real vSpeed)
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    {
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        ControllerFloat* ret = 0;
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        if (vSpeed != 0)
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        {
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            // Set up a second controller for v scroll
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            // Create function: use -speed since we're altering texture coords so they have reverse effect
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            ret = createController(mFrameTimeController, TexCoordModifierControllerValue::create(layer, false, true),
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                                   ScaleControllerFunction::create(-vSpeed, true));
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        }
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        return ret;
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createTextureRotater(TextureUnitState* layer, Real speed)
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    {
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        // Target value is texture coord rotation
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        // Function is simple scale (seconds * speed)
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        // Use -speed since altering texture coords has the reverse visible effect
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        return createController(mFrameTimeController,
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                                TexCoordModifierControllerValue::create(layer, false, false, false, false, true),
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                                ScaleControllerFunction::create(-speed, true));
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createTextureWaveTransformer(TextureUnitState* layer,
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        TextureUnitState::TextureTransformType ttype, WaveformType waveType, Real base, Real frequency, Real phase, Real amplitude)
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    {
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        ControllerValueRealPtr val;
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        switch (ttype)
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        {
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        case TextureUnitState::TT_TRANSLATE_U:
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            // Target value is a u scroll
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            val = TexCoordModifierControllerValue::create(layer, true);
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            break;
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        case TextureUnitState::TT_TRANSLATE_V:
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            // Target value is a v scroll
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            val = TexCoordModifierControllerValue::create(layer, false, true);
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            break;
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        case TextureUnitState::TT_SCALE_U:
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            // Target value is a u scale
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            val = TexCoordModifierControllerValue::create(layer, false, false, true);
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            break;
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        case TextureUnitState::TT_SCALE_V:
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            // Target value is a v scale
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            val = TexCoordModifierControllerValue::create(layer, false, false, false, true);
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            break;
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        case TextureUnitState::TT_ROTATE:
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            // Target value is texture coord rotation
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            val = TexCoordModifierControllerValue::create(layer, false, false, false, false, true);
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            break;
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        }
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        // Create new wave function for alterations
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        return createController(mFrameTimeController, val,
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                                WaveformControllerFunction::create(waveType, base, frequency, phase, amplitude, true));
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    }
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    //-----------------------------------------------------------------------
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    ControllerFloat* ControllerManager::createGpuProgramTimerParam(
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        GpuProgramParametersSharedPtr params, size_t paramIndex, Real timeFactor)
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    {
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        return createController(mFrameTimeController, FloatGpuParameterControllerValue::create(params, paramIndex),
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                                ScaleControllerFunction::create(timeFactor, true));
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    }
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    //-----------------------------------------------------------------------
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    void ControllerManager::destroyController(ControllerFloat* controller)
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    {
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        ControllerList::iterator i = std::find(mControllers.begin(), mControllers.end(), controller);
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        if (i != mControllers.end())
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        {
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            std::swap(*i, mControllers.back());
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            mControllers.pop_back();
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            OGRE_DELETE controller;
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        }
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    }
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    //-----------------------------------------------------------------------
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    Real ControllerManager::getTimeFactor(void) const {
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        return static_cast<const FrameTimeControllerValue*>(mFrameTimeController.get())->getTimeFactor();
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    }
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    //-----------------------------------------------------------------------
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    void ControllerManager::setTimeFactor(Real tf) {
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        static_cast<FrameTimeControllerValue*>(mFrameTimeController.get())->setTimeFactor(tf);
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    }
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    //-----------------------------------------------------------------------
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    Real ControllerManager::getFrameDelay(void) const {
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        return static_cast<const FrameTimeControllerValue*>(mFrameTimeController.get())->getFrameDelay();
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    }
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    //-----------------------------------------------------------------------
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    void ControllerManager::setFrameDelay(Real fd) {
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        static_cast<FrameTimeControllerValue*>(mFrameTimeController.get())->setFrameDelay(fd);
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    }
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    //-----------------------------------------------------------------------
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    Real ControllerManager::getElapsedTime(void) const
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    {
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        return static_cast<const FrameTimeControllerValue*>(mFrameTimeController.get())->getElapsedTime();
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    }
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    //-----------------------------------------------------------------------
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    void ControllerManager::setElapsedTime(Real elapsedTime)
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    {
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        static_cast<FrameTimeControllerValue*>(mFrameTimeController.get())->setElapsedTime(elapsedTime);
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    }
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}