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source: code/trunk/src/libraries/tools/Timer.cc @ 12288

Last change on this file since 12288 was 12191, checked in by merholzl, 6 years ago

merged Wagnis

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[1505]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
[7401]29/**
30    @file
31    @brief Implementation of the Timer class.
32*/
33
[3196]34#include "Timer.h"
35
[1505]36#include <set>
37
[8079]38#include <boost/bimap.hpp>
[12191]39#include <functional>
[8079]40
[5929]41#include "util/Clock.h"
[1505]42#include "core/CoreIncludes.h"
[10624]43#include "core/command/ConsoleCommandIncludes.h"
[7284]44#include "core/command/CommandExecutor.h"
[8729]45#include "core/command/Executor.h"
[7284]46#include "core/command/Functor.h"
[8079]47#include "tools/interfaces/TimeFactorListener.h"
[1505]48
49namespace orxonox
50{
[7284]51    SetConsoleCommand("delay", &delay).argumentCompleter(1, autocompletion::command());
[8079]52    SetConsoleCommand("delayreal", &delayreal).argumentCompleter(1, autocompletion::command());
53    SetConsoleCommand("killdelay", &killdelay);
[7284]54    SetConsoleCommand("killdelays", &killdelays);
[1505]55
[8079]56    static boost::bimap<unsigned int, Timer*> delaytimers;
57    static unsigned int delayHandleCounter = 0;
[1505]58
59    /**
[8079]60        @brief Console-command: Calls another console command after @a delay seconds (game time).
[1505]61        @param delay The delay in seconds
62        @param command The console command
[8079]63        @return The handle of the delayed command, can be used as argument for killdelay()
[1505]64    */
[8079]65    unsigned int delay(float delay, const std::string& command)
[1505]66    {
[8079]67        return addDelayedCommand(new Timer(), delay, command);
68    }
[1505]69
[8079]70    /**
71        @brief Console-command: Calls another console command after @a delay seconds (real time)
72        @param delay The delay in seconds
73        @param command The console command
74        @return The handle of the delayed command, can be used as argument for killdelay()
75    */
76    unsigned int delayreal(float delay, const std::string& command)
77    {
78        return addDelayedCommand(new RealTimer(), delay, command);
79    }
80
81    /**
82        @brief Helper function, used by delay() and delayreal() to add a delayed command.
83        @param timer The timer which will execute the command
84        @param delay The delay in seconds
85        @param command The console command
86        @return The handle of the delayed command, can be used as argument for killdelay()
87    */
88    unsigned int addDelayedCommand(Timer* timer, float delay, const std::string& command)
89    {
90        delaytimers.insert(boost::bimap<unsigned int, Timer*>::value_type(++delayHandleCounter, timer));
91
[7284]92        const ExecutorStaticPtr& delayexecutor = createExecutor(createFunctor(&executeDelayedCommand));
[8079]93        delayexecutor->setDefaultValues(timer, command);
94        timer->setTimer(delay, false, delayexecutor);
95
96        return delayHandleCounter;
[1505]97    }
98
99    /**
[7401]100        @brief Helper function for delay(), executes the command and destroys the timer.
101        @param timer The timer which called this function.
[1505]102        @param command The command to execute
103    */
[5929]104    void executeDelayedCommand(Timer* timer, const std::string& command)
[1505]105    {
106        CommandExecutor::execute(command);
[11018]107        delete timer;
[8079]108        delaytimers.right.erase(timer);
[1505]109    }
110
111    /**
[7401]112        @brief Console-command: Kills all scheduled commands that were delayed using delay().
[1505]113    */
114    void killdelays()
115    {
[8079]116        for (boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.begin(); it != delaytimers.left.end(); ++it)
[11018]117            delete it->second;
[1505]118
[8079]119        delaytimers.clear();
[1505]120    }
121
122    /**
[8079]123        @brief Console-command: Kills a delayed command with given handle.
124    */
125    void killdelay(unsigned int handle)
126    {
127        boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.find(handle);
128        if (it != delaytimers.left.end())
129        {
[11018]130            delete it->second;
[8079]131            delaytimers.left.erase(it);
132        }
133    }
134
[9667]135    RegisterClassNoArgs(Timer);
136
[8079]137    /**
[1505]138        @brief Constructor: Sets the default-values.
139    */
[5929]140    Timer::Timer()
[1505]141    {
[5929]142        this->init();
[9667]143        RegisterObject(Timer);
[5929]144    }
[1505]145
[5929]146    /**
[7401]147        @brief Constructor: Initializes and starts the timer, which will call an executor after some time.
148        @param interval         The timer-interval in seconds
149        @param bLoop            If true, the executor gets called every @a interval seconds
150        @param executor         The executor that will be called
151        @param bKillAfterCall   If true, the timer will be deleted after the executor was called
[5929]152    */
[7284]153    Timer::Timer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall)
[5929]154    {
155        this->init();
[9667]156        RegisterObject(Timer);
[1505]157
[5929]158        this->setTimer(interval, bLoop, executor, bKillAfterCall);
[1505]159    }
160
[12028]161    Timer::Timer(float interval, bool bLoop, std::function<void ()> func, bool bKillAfterCall)
162    {
163        this->init();
164        RegisterObject(Timer);
165
166        this->setTimer(interval, bLoop, func, bKillAfterCall);
167    }
168
[1505]169    /**
[5929]170        @brief Initializes the Timer
171    */
172    void Timer::init()
173    {
[11071]174        this->executor_ = nullptr;
[5929]175        this->interval_ = 0;
176        this->bLoop_ = false;
177        this->bActive_ = false;
178        this->bKillAfterCall_ = false;
[1505]179
[5929]180        this->time_ = 0;
181    }
182
[1505]183    /**
[8079]184        @brief Returns the current time factor of the game.
185    */
186    float Timer::getTimeFactor()
187    {
188        return TimeFactorListener::getTimeFactor();
189    }
190
191    /**
[8729]192        @brief Initializes and starts the timer, which will call an executor after some time.
193        @param interval         The timer-interval in seconds
194        @param bLoop            If true, the executor gets called every @a interval seconds
195        @param executor         The executor that will be called
196        @param bKillAfterCall   If true, the timer will be deleted after the executor was called
197    */
198    void Timer::setTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall)
199    {
200        this->setInterval(interval);
201        this->bLoop_ = bLoop;
202        this->executor_ = executor;
203        this->bActive_ = true;
[12028]204        this->isStdFunction_ = false;
[8729]205
206        this->time_ = this->interval_;
207        this->bKillAfterCall_ = bKillAfterCall;
208
[12028]209        if(executor != nullptr)
210            executor->getFunctor()->setSafeMode(true);
[8729]211    }
212
[12028]213    void Timer::setTimer(float interval, bool bLoop, std::function<void ()> func, bool bKillAfterCall)
214    {
215        // Without the cast, the call would be ambiguous, because nullptr is castable to
216        // both, ExecutorPtr and std::function.
217        this->setTimer(interval, bLoop, static_cast<ExecutorPtr>(nullptr), bKillAfterCall);
218        this->function_ = func;
219        this->isStdFunction_ = true;
220    }
221
[8729]222    /**
[7401]223        @brief Calls the executor and destroys the timer if requested.
[1505]224    */
[5929]225    void Timer::run()
[1505]226    {
[2087]227        bool temp = this->bKillAfterCall_; // to avoid errors with bKillAfterCall_=false and an exutors which destroy the timer
228
[12028]229        if(this->isStdFunction_)
230            this->function_();
231        else
232            (*this->executor_)();
[2087]233
234        if (temp)
[11018]235            delete this;
[1505]236    }
237
238    /**
239        @brief Updates the timer before the frames are rendered.
240    */
[5929]241    void Timer::tick(const Clock& time)
[1505]242    {
243        if (this->bActive_)
244        {
245            // If active: Decrease the timer by the duration of the last frame
[3301]246            this->time_ -= static_cast<long long>(time.getDeltaTimeMicroseconds() * this->getTimeFactor());
[1505]247
248            if (this->time_ <= 0)
249            {
250                // It's time to call the function
[2087]251                if (this->bLoop_ && !this->bKillAfterCall_)
[1505]252                {
253                    this->time_ += this->interval_; // Q: Why '+=' and not '='? A: Think about it. It's more accurate like that. Seriously.
254                    while (this->time_ <= 0)
255                    {
256                        // The interval was shorter than one tick, so execute the function more than once
257                        this->run();
258                        this->time_ += this->interval_;
259                    }
260                }
261                else
262                    this->stopTimer(); // Stop the timer if we don't want to loop
263
264                this->run();
265            }
266        }
267    }
[8079]268
269    ///////////////
270    // RealTimer //
271    ///////////////
[10624]272
273    RegisterClassNoArgs(RealTimer);
274
[8079]275    /// @copydoc Timer::Timer
276    RealTimer::RealTimer()
277    {
278        RegisterObject(RealTimer);
279    }
280
281    /// @copydoc Timer::Timer(float, bool, const ExecutorPtr&, bool)
282    RealTimer::RealTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall) : Timer(interval, bLoop, executor, bKillAfterCall)
283    {
284        RegisterObject(RealTimer);
285    }
286
287    /// Returns always 1 because RealTimer doesn't depend on the game time.
288    float RealTimer::getTimeFactor()
289    {
290        return 1;
291    }
[1505]292}
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