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source: code/branches/network/src/orxonox/tools/Timer.cc @ 990

Last change on this file since 990 was 917, checked in by rgrieder, 17 years ago
  • merged all changes in the input branch into this one
  • moved Tickable to core (would have created circular library dependencies)
  • exported OrxListener to a separate file, soon to be deleted
changed
, &&, XOR back to or, and, xor because I found the necessary include file for VC++
  • created abortRequest() in Orxonox.cc to call for a smooth end of the game (an alternative would be to make tick() return a boolean, like it is with frameStarted())
File size: 2.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software; you can redistribute it and/or
8 *   modify it under the terms of the GNU General Public License
9 *   as published by the Free Software Foundation; either version 2
10 *   of the License, or (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program; if not, write to the Free Software
19 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 *
21 *   Author:
22 *      Fabian 'x3n' Landau
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "OrxonoxStableHeaders.h"
29
30#include "core/CoreIncludes.h"
31#include "Timer.h"
32
33namespace orxonox
34{
35    /**
36        @brief Constructor: Sets the default-values.
37    */
38    TimerBase::TimerBase()
39    {
40        RegisterRootObject(TimerBase);
41
42        this->interval_ = 0;
43        this->bLoop_ = false;
44        this->bActive_ = false;
45
46        this->time_ = 0;
47    }
48
49    /**
50        @brief Updates the timer before the frames are rendered.
51    */
52    void TimerBase::tick(float dt)
53    {
54        if (this->bActive_)
55        {
56            // If active: Decrease the timer by the duration of the last frame
57            this->time_ -= dt;
58
59            if (this->time_ <= 0)
60            {
61                // It's time to call the function
62                if (this->bLoop_)
63                    // Q: Why '+=' and not '='? A: Think about it. It's more accurate like that. Seriously.
64                    this->time_ += this->interval_;
65                else
66                    this->stopTimer(); // Stop the timer if we don't want to loop
67
68                this->run();
69            }
70        }
71    }
72
73}
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