/*
* ORXONOX - the hottest 3D action shooter ever to exist
* > www.orxonox.net <
*
*
* License notice:
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Author:
* Fabian 'x3n' Landau
* Co-authors:
* ...
*
*/
/**
@defgroup Timer Timer
@ingroup Tools
*/
/**
@file
@ingroup Timer
@brief Declaration of the Timer class, used to call functions after a given time-interval.
@anchor TimerExample
Timer is a helper class that executes a function after a given amount of time.
Usage:
header.h:
@code
class MyClass
{
public:
MyClass();
void functionName();
private:
Timer myTimer;
};
@endcode
source.cc:
@code
#include "core/command/Executor.h"
MyClass::MyClass()
{
myTimer.setTimer(3, false, createExecutor(createFunctor(&ClassName::myFunction, this)));
}
void MyClass::myFunction()
{
COUT(0) << "Hello World" << std::endl;
}
@endcode
The code in this example prints "Hello World" to the console, 3 seconds after creating
an instance of MyClass.
*/
#ifndef _Timer_H__
#define _Timer_H__
#include "tools/ToolsPrereqs.h"
#include "core/OrxonoxClass.h"
#include "core/command/Executor.h"
namespace orxonox
{
unsigned int delay(float delay, const std::string& command);
unsigned int delayreal(float delay, const std::string& command);
unsigned int addDelayedCommand(Timer* timer, float delay, const std::string& command);
void executeDelayedCommand(Timer* timer, const std::string& command);
void killdelay(unsigned int handle);
void killdelays();
/**
@brief Timer is a helper class that executes a function after a given amount of seconds in game-time.
@see See @ref TimerExample "Timer.h" for an example.
The time interval of Timer depends on the game time, hence it stops if the game is paused or runs
slower/faster if the game-speed is modified. See RealTimer for a timer class which doesn't depend
on the game time.
*/
class _ToolsExport Timer : virtual public OrxonoxClass
{
public:
Timer();
Timer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall = false);
/**
@brief Initializes and starts the timer, which will call an executor after some time.
@param interval The timer-interval in seconds
@param bLoop If true, the executor gets called every @a interval seconds
@param executor The executor that will be called
@param bKillAfterCall If true, the timer will be deleted after the executor was called
*/
void setTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall = false)
{
this->setInterval(interval);
this->bLoop_ = bLoop;
this->executor_ = executor;
this->bActive_ = true;
this->time_ = this->interval_;
this->bKillAfterCall_ = bKillAfterCall;
executor->getFunctor()->setSafeMode(true);
}
void run();
/// Re-starts the timer: The executor will be called after @a interval seconds.
inline void startTimer()
{ this->bActive_ = true; this->time_ = this->interval_; }
/// Stops the timer.
inline void stopTimer()
{ this->bActive_ = false; this->time_ = this->interval_; }
/// Pauses the timer - it will continue with the actual state if you call unpauseTimer().
inline void pauseTimer()
{ this->bActive_ = false; }
/// Unpauses the timer - continues with the given state.
inline void unpauseTimer()
{ this->bActive_ = true; }
/// Returns true if the timer is active (neither stopped nor paused).
inline bool isActive() const
{ return this->bActive_; }
/// Returns the remaining time until the timer calls the executor.
inline float getRemainingTime() const
{ return static_cast(this->time_ / 1000000.0f); }
/// Increases the remaining time of the timer by the given amount of time (in seconds).
inline void addTime(float time)
{ if (time > 0.0f) this->time_ += static_cast(time * 1000000.0f); }
/// Decreases the remaining time of the timer by the given amount of time (in seconds)
inline void removeTime(float time)
{ if (time > 0.0f) this->time_ -= static_cast(time * 1000000.0f); }
/// Changes the calling interval.
inline void setInterval(float interval)
{ this->interval_ = static_cast(interval * 1000000.0f); }
/// Defines if the timer call the executor every @a interval seconds or only once.
inline void setLoop(bool bLoop)
{ this->bLoop_ = bLoop; }
void tick(const Clock& time);
protected:
virtual float getTimeFactor();
private:
void init();
ExecutorPtr executor_; //!< The executor of the function that will be called when the time expires
long long interval_; //!< The time-interval in micro seconds
bool bLoop_; //!< If true, the executor gets called every @a interval seconds
bool bActive_; //!< If true, the timer ticks and calls the executor if the time's up
bool bKillAfterCall_; //!< If true the timer gets deleted after it expired and called the executor
long long time_; //!< Internal variable, counting the time untill the next executor-call
};
/**
@brief RealTimer is a helper class that executes a function after a given amount of seconds in real-time.
The time interval of RealTimer doesn't depend on the game time, it will also call the function
if the game is paused. See Timer for a timer class that depends on the game time.
*/
class _ToolsExport RealTimer : public Timer
{
public:
RealTimer();
RealTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall = false);
protected:
virtual float getTimeFactor();
};
}
#endif /* _Timer_H__ */