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source: code/branches/kicklib2/src/libraries/tools/Timer.h @ 8331

Last change on this file since 8331 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: 7.1 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    @defgroup Timer Timer
31    @ingroup Tools
32*/
33
34/**
35    @file
36    @ingroup Timer
37    @brief Declaration of the Timer class, used to call functions after a given time-interval.
38
39    @anchor TimerExample
40
41    Timer is a helper class that executes a function after a given amount of time.
42
43    Usage: <br>
44    header.h:
45    @code
46    class MyClass
47    {
48        public:
49            MyClass();
50            void functionName();
51
52        private:
53            Timer myTimer;
54    };
55    @endcode
56
57    source.cc:
58    @code
59    #include "core/command/Executor.h"
60
61    MyClass::MyClass()
62    {
63        myTimer.setTimer(3, false, createExecutor(createFunctor(&ClassName::myFunction, this)));
64    }
65
66    void MyClass::myFunction()
67    {
68        COUT(0) << "Hello World" << std::endl;
69    }
70    @endcode
71
72    The code in this example prints "Hello World" to the console, 3 seconds after creating
73    an instance of MyClass.
74*/
75
76#ifndef _Timer_H__
77#define _Timer_H__
78
79#include "tools/ToolsPrereqs.h"
80
81#include "core/OrxonoxClass.h"
82#include "core/command/Executor.h"
83
84namespace orxonox
85{
86    unsigned int delay(float delay, const std::string& command);
87    unsigned int delayreal(float delay, const std::string& command);
88
89    unsigned int addDelayedCommand(Timer* timer, float delay, const std::string& command);
90    void executeDelayedCommand(Timer* timer, const std::string& command);
91
92    void killdelay(unsigned int handle);
93    void killdelays();
94
95    /**
96        @brief Timer is a helper class that executes a function after a given amount of seconds in game-time.
97
98        @see See @ref TimerExample "Timer.h" for an example.
99
100        The time interval of Timer depends on the game time, hence it stops if the game is paused or runs
101        slower/faster if the game-speed is modified. See RealTimer for a timer class which doesn't depend
102        on the game time.
103    */
104    class _ToolsExport Timer : virtual public OrxonoxClass
105    {
106        public:
107            Timer();
108
109            Timer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall = false);
110
111            /**
112                @brief Initializes and starts the timer, which will call an executor after some time.
113                @param interval         The timer-interval in seconds
114                @param bLoop            If true, the executor gets called every @a interval seconds
115                @param executor         The executor that will be called
116                @param bKillAfterCall   If true, the timer will be deleted after the executor was called
117            */
118            void setTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall = false)
119            {
120                this->setInterval(interval);
121                this->bLoop_ = bLoop;
122                this->executor_ = executor;
123                this->bActive_ = true;
124
125                this->time_ = this->interval_;
126                this->bKillAfterCall_ = bKillAfterCall;
127
128                executor->getFunctor()->setSafeMode(true);
129            }
130
131            void run();
132
133            /// Re-starts the timer: The executor will be called after @a interval seconds.
134            inline void startTimer()
135                { this->bActive_ = true; this->time_ = this->interval_; }
136            /// Stops the timer.
137            inline void stopTimer()
138                { this->bActive_ = false; this->time_ = this->interval_; }
139            /// Pauses the timer - it will continue with the actual state if you call unpauseTimer().
140            inline void pauseTimer()
141                { this->bActive_ = false; }
142            /// Unpauses the timer - continues with the given state.
143            inline void unpauseTimer()
144                { this->bActive_ = true; }
145            /// Returns true if the timer is active (neither stopped nor paused).
146            inline bool isActive() const
147                { return this->bActive_; }
148            /// Returns the remaining time until the timer calls the executor.
149            inline float getRemainingTime() const
150                { return static_cast<float>(this->time_ / 1000000.0f); }
151            /// Increases the remaining time of the timer by the given amount of time (in seconds).
152            inline void addTime(float time)
153                { if (time > 0.0f) this->time_ += static_cast<long long>(time * 1000000.0f); }
154            /// Decreases the remaining time of the timer by the given amount of time (in seconds)
155            inline void removeTime(float time)
156                { if (time > 0.0f) this->time_ -= static_cast<long long>(time * 1000000.0f); }
157            /// Changes the calling interval.
158            inline void setInterval(float interval)
159                { this->interval_ = static_cast<long long>(interval * 1000000.0f); }
160            /// Defines if the timer call the executor every @a interval seconds or only once.
161            inline void setLoop(bool bLoop)
162                { this->bLoop_ = bLoop; }
163
164            void tick(const Clock& time);
165
166        protected:
167            virtual float getTimeFactor();
168
169        private:
170            void init();
171
172            ExecutorPtr executor_;  //!< The executor of the function that will be called when the time expires
173
174            long long interval_;    //!< The time-interval in micro seconds
175            bool bLoop_;            //!< If true, the executor gets called every @a interval seconds
176            bool bActive_;          //!< If true, the timer ticks and calls the executor if the time's up
177            bool bKillAfterCall_;   //!< If true the timer gets deleted after it expired and called the executor
178
179            long long time_;        //!< Internal variable, counting the time untill the next executor-call
180    };
181
182    /**
183        @brief RealTimer is a helper class that executes a function after a given amount of seconds in real-time.
184
185        The time interval of RealTimer doesn't depend on the game time, it will also call the function
186        if the game is paused. See Timer for a timer class that depends on the game time.
187    */
188    class _ToolsExport RealTimer : public Timer
189    {
190        public:
191            RealTimer();
192            RealTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall = false);
193
194        protected:
195            virtual float getTimeFactor();
196    };
197}
198
199#endif /* _Timer_H__ */
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