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package com.karolmajta.stp.models; /* w w w.j av a 2 s. c om*/ /** * This interface describes any object that can be notified about the time * elapsed between calls. It is used in game loop to provide time data for * physics and graphics, so that they're based on "real world's" values, * not the frame rate that can be not consistent between devices. * * @author Karol Majta */ public interface ITickable { /** * Called to notify object on how many time elapsed * since last call to {@link ITickable#tick(long)}. * * @param dt Time in milliseconds since last call to * {@link ITickable#tick(long)} */ public void tick(long dt); /** * Called to mark this object as ignoring calls to {@link ITickable#tick(long)}. * Implementation of this method is free. There is no guarantee that after calling * {@link ITickable#ignoreTicks(boolean)} {@link ITickable#ignoresTicks()} will * change it's returned value. The only requirement is to keep * {@link ITickable#ignoresTicks()} with sync with the state of the object. So * if you plan to ignore calls to {@link ITickable#tick(long)} let the user know * by changing the behavior of {@link ITickable#ignoresTicks()}. * * @param flag boolean indicator of whether calls to {@link ITickable#tick(long)} * should be ignored or not. */ public void ignoreTicks(boolean flag); /** * Returns a value whether this object ignores calls to {@link ITickable#tick(long)} * or not. Keep in mind that the value is just an indicator, and it is possible to * implement this interface in such way, that calls to {@link ITickable#tick(long)} * will affect state of the object. * * @return boolean indicator of whether this object is expected to ignore calls * to {@link ITickable#tick()} or not */ public boolean ignoresTicks(); }