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source: code/archive/environment2/src/libraries/tools/Timer.cc

Last change on this file was 8079, checked in by landauf, 14 years ago

merged usability branch back to trunk

incomplete summary of the changes in this branch:

  • enhanced keyboard navigation in GUIs
  • implemented new graphics menu and changeable window size at runtime
  • added developer mode
  • HUD shows if game is paused, game pauses if ingame menu is opened
  • removed a few obsolete commands and hid some that are more for internal use
  • numpad works in console and gui
  • faster loading of level info
  • enhanced usage of compositors (Shader class)
  • improved camera handling, configurable FOV and aspect ratio
  • Property svn:eol-style set to native
File size: 7.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief Implementation of the Timer class.
32*/
33
34#include "Timer.h"
35
36#include <set>
37
38#include <boost/bimap.hpp>
39
40#include "util/Clock.h"
41#include "core/CoreIncludes.h"
42#include "core/command/ConsoleCommand.h"
43#include "core/command/CommandExecutor.h"
44#include "core/command/Functor.h"
45#include "tools/interfaces/TimeFactorListener.h"
46
47namespace orxonox
48{
49    SetConsoleCommand("delay", &delay).argumentCompleter(1, autocompletion::command());
50    SetConsoleCommand("delayreal", &delayreal).argumentCompleter(1, autocompletion::command());
51    SetConsoleCommand("killdelay", &killdelay);
52    SetConsoleCommand("killdelays", &killdelays);
53
54    static boost::bimap<unsigned int, Timer*> delaytimers;
55    static unsigned int delayHandleCounter = 0;
56
57    /**
58        @brief Console-command: Calls another console command after @a delay seconds (game time).
59        @param delay The delay in seconds
60        @param command The console command
61        @return The handle of the delayed command, can be used as argument for killdelay()
62    */
63    unsigned int delay(float delay, const std::string& command)
64    {
65        return addDelayedCommand(new Timer(), delay, command);
66    }
67
68    /**
69        @brief Console-command: Calls another console command after @a delay seconds (real time)
70        @param delay The delay in seconds
71        @param command The console command
72        @return The handle of the delayed command, can be used as argument for killdelay()
73    */
74    unsigned int delayreal(float delay, const std::string& command)
75    {
76        return addDelayedCommand(new RealTimer(), delay, command);
77    }
78
79    /**
80        @brief Helper function, used by delay() and delayreal() to add a delayed command.
81        @param timer The timer which will execute the command
82        @param delay The delay in seconds
83        @param command The console command
84        @return The handle of the delayed command, can be used as argument for killdelay()
85    */
86    unsigned int addDelayedCommand(Timer* timer, float delay, const std::string& command)
87    {
88        delaytimers.insert(boost::bimap<unsigned int, Timer*>::value_type(++delayHandleCounter, timer));
89
90        const ExecutorStaticPtr& delayexecutor = createExecutor(createFunctor(&executeDelayedCommand));
91        delayexecutor->setDefaultValues(timer, command);
92        timer->setTimer(delay, false, delayexecutor);
93
94        return delayHandleCounter;
95    }
96
97    /**
98        @brief Helper function for delay(), executes the command and destroys the timer.
99        @param timer The timer which called this function.
100        @param command The command to execute
101    */
102    void executeDelayedCommand(Timer* timer, const std::string& command)
103    {
104        CommandExecutor::execute(command);
105        timer->destroy();
106        delaytimers.right.erase(timer);
107    }
108
109    /**
110        @brief Console-command: Kills all scheduled commands that were delayed using delay().
111    */
112    void killdelays()
113    {
114        for (boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.begin(); it != delaytimers.left.end(); ++it)
115            it->second->destroy();
116
117        delaytimers.clear();
118    }
119
120    /**
121        @brief Console-command: Kills a delayed command with given handle.
122    */
123    void killdelay(unsigned int handle)
124    {
125        boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.find(handle);
126        if (it != delaytimers.left.end())
127        {
128            it->second->destroy();
129            delaytimers.left.erase(it);
130        }
131    }
132
133    /**
134        @brief Constructor: Sets the default-values.
135    */
136    Timer::Timer()
137    {
138        this->init();
139        RegisterRootObject(Timer);
140    }
141
142    /**
143        @brief Constructor: Initializes and starts the timer, which will call an executor after some time.
144        @param interval         The timer-interval in seconds
145        @param bLoop            If true, the executor gets called every @a interval seconds
146        @param executor         The executor that will be called
147        @param bKillAfterCall   If true, the timer will be deleted after the executor was called
148    */
149    Timer::Timer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall)
150    {
151        this->init();
152        RegisterRootObject(Timer);
153
154        this->setTimer(interval, bLoop, executor, bKillAfterCall);
155    }
156
157    /**
158        @brief Initializes the Timer
159    */
160    void Timer::init()
161    {
162        this->executor_ = 0;
163        this->interval_ = 0;
164        this->bLoop_ = false;
165        this->bActive_ = false;
166        this->bKillAfterCall_ = false;
167
168        this->time_ = 0;
169    }
170
171    /**
172        @brief Returns the current time factor of the game.
173    */
174    float Timer::getTimeFactor()
175    {
176        return TimeFactorListener::getTimeFactor();
177    }
178
179    /**
180        @brief Calls the executor and destroys the timer if requested.
181    */
182    void Timer::run()
183    {
184        bool temp = this->bKillAfterCall_; // to avoid errors with bKillAfterCall_=false and an exutors which destroy the timer
185
186        (*this->executor_)();
187
188        if (temp)
189            this->destroy();
190    }
191
192    /**
193        @brief Updates the timer before the frames are rendered.
194    */
195    void Timer::tick(const Clock& time)
196    {
197        if (this->bActive_)
198        {
199            // If active: Decrease the timer by the duration of the last frame
200            this->time_ -= static_cast<long long>(time.getDeltaTimeMicroseconds() * this->getTimeFactor());
201
202            if (this->time_ <= 0)
203            {
204                // It's time to call the function
205                if (this->bLoop_ && !this->bKillAfterCall_)
206                {
207                    this->time_ += this->interval_; // Q: Why '+=' and not '='? A: Think about it. It's more accurate like that. Seriously.
208                    while (this->time_ <= 0)
209                    {
210                        // The interval was shorter than one tick, so execute the function more than once
211                        this->run();
212                        this->time_ += this->interval_;
213                    }
214                }
215                else
216                    this->stopTimer(); // Stop the timer if we don't want to loop
217
218                this->run();
219            }
220        }
221    }
222
223    ///////////////
224    // RealTimer //
225    ///////////////
226    /// @copydoc Timer::Timer
227    RealTimer::RealTimer()
228    {
229        RegisterObject(RealTimer);
230    }
231
232    /// @copydoc Timer::Timer(float, bool, const ExecutorPtr&, bool)
233    RealTimer::RealTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall) : Timer(interval, bLoop, executor, bKillAfterCall)
234    {
235        RegisterObject(RealTimer);
236    }
237
238    /// Returns always 1 because RealTimer doesn't depend on the game time.
239    float RealTimer::getTimeFactor()
240    {
241        return 1;
242    }
243}
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