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source: code/trunk/src/libraries/tools/Timer.cc @ 10077

Last change on this file since 10077 was 9667, checked in by landauf, 11 years ago

merged core6 back to trunk

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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/Executor.h"
45#include "core/command/Functor.h"
46#include "tools/interfaces/TimeFactorListener.h"
47
48namespace orxonox
49{
50    SetConsoleCommand("delay", &delay).argumentCompleter(1, autocompletion::command());
51    SetConsoleCommand("delayreal", &delayreal).argumentCompleter(1, autocompletion::command());
52    SetConsoleCommand("killdelay", &killdelay);
53    SetConsoleCommand("killdelays", &killdelays);
54
55    static boost::bimap<unsigned int, Timer*> delaytimers;
56    static unsigned int delayHandleCounter = 0;
57
58    /**
59        @brief Console-command: Calls another console command after @a delay seconds (game time).
60        @param delay The delay in seconds
61        @param command The console command
62        @return The handle of the delayed command, can be used as argument for killdelay()
63    */
64    unsigned int delay(float delay, const std::string& command)
65    {
66        return addDelayedCommand(new Timer(), delay, command);
67    }
68
69    /**
70        @brief Console-command: Calls another console command after @a delay seconds (real time)
71        @param delay The delay in seconds
72        @param command The console command
73        @return The handle of the delayed command, can be used as argument for killdelay()
74    */
75    unsigned int delayreal(float delay, const std::string& command)
76    {
77        return addDelayedCommand(new RealTimer(), delay, command);
78    }
79
80    /**
81        @brief Helper function, used by delay() and delayreal() to add a delayed command.
82        @param timer The timer which will execute the command
83        @param delay The delay in seconds
84        @param command The console command
85        @return The handle of the delayed command, can be used as argument for killdelay()
86    */
87    unsigned int addDelayedCommand(Timer* timer, float delay, const std::string& command)
88    {
89        delaytimers.insert(boost::bimap<unsigned int, Timer*>::value_type(++delayHandleCounter, timer));
90
91        const ExecutorStaticPtr& delayexecutor = createExecutor(createFunctor(&executeDelayedCommand));
92        delayexecutor->setDefaultValues(timer, command);
93        timer->setTimer(delay, false, delayexecutor);
94
95        return delayHandleCounter;
96    }
97
98    /**
99        @brief Helper function for delay(), executes the command and destroys the timer.
100        @param timer The timer which called this function.
101        @param command The command to execute
102    */
103    void executeDelayedCommand(Timer* timer, const std::string& command)
104    {
105        CommandExecutor::execute(command);
106        timer->destroy();
107        delaytimers.right.erase(timer);
108    }
109
110    /**
111        @brief Console-command: Kills all scheduled commands that were delayed using delay().
112    */
113    void killdelays()
114    {
115        for (boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.begin(); it != delaytimers.left.end(); ++it)
116            it->second->destroy();
117
118        delaytimers.clear();
119    }
120
121    /**
122        @brief Console-command: Kills a delayed command with given handle.
123    */
124    void killdelay(unsigned int handle)
125    {
126        boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.find(handle);
127        if (it != delaytimers.left.end())
128        {
129            it->second->destroy();
130            delaytimers.left.erase(it);
131        }
132    }
133
134    RegisterClassNoArgs(Timer);
135
136    /**
137        @brief Constructor: Sets the default-values.
138    */
139    Timer::Timer()
140    {
141        this->init();
142        RegisterObject(Timer);
143    }
144
145    /**
146        @brief Constructor: Initializes and starts the timer, which will call an executor after some time.
147        @param interval         The timer-interval in seconds
148        @param bLoop            If true, the executor gets called every @a interval seconds
149        @param executor         The executor that will be called
150        @param bKillAfterCall   If true, the timer will be deleted after the executor was called
151    */
152    Timer::Timer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall)
153    {
154        this->init();
155        RegisterObject(Timer);
156
157        this->setTimer(interval, bLoop, executor, bKillAfterCall);
158    }
159
160    /**
161        @brief Initializes the Timer
162    */
163    void Timer::init()
164    {
165        this->executor_ = 0;
166        this->interval_ = 0;
167        this->bLoop_ = false;
168        this->bActive_ = false;
169        this->bKillAfterCall_ = false;
170
171        this->time_ = 0;
172    }
173
174    /**
175        @brief Returns the current time factor of the game.
176    */
177    float Timer::getTimeFactor()
178    {
179        return TimeFactorListener::getTimeFactor();
180    }
181
182    /**
183        @brief Initializes and starts the timer, which will call an executor after some time.
184        @param interval         The timer-interval in seconds
185        @param bLoop            If true, the executor gets called every @a interval seconds
186        @param executor         The executor that will be called
187        @param bKillAfterCall   If true, the timer will be deleted after the executor was called
188    */
189    void Timer::setTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall)
190    {
191        this->setInterval(interval);
192        this->bLoop_ = bLoop;
193        this->executor_ = executor;
194        this->bActive_ = true;
195
196        this->time_ = this->interval_;
197        this->bKillAfterCall_ = bKillAfterCall;
198
199        executor->getFunctor()->setSafeMode(true);
200    }
201
202    /**
203        @brief Calls the executor and destroys the timer if requested.
204    */
205    void Timer::run()
206    {
207        bool temp = this->bKillAfterCall_; // to avoid errors with bKillAfterCall_=false and an exutors which destroy the timer
208
209        (*this->executor_)();
210
211        if (temp)
212            this->destroy();
213    }
214
215    /**
216        @brief Updates the timer before the frames are rendered.
217    */
218    void Timer::tick(const Clock& time)
219    {
220        if (this->bActive_)
221        {
222            // If active: Decrease the timer by the duration of the last frame
223            this->time_ -= static_cast<long long>(time.getDeltaTimeMicroseconds() * this->getTimeFactor());
224
225            if (this->time_ <= 0)
226            {
227                // It's time to call the function
228                if (this->bLoop_ && !this->bKillAfterCall_)
229                {
230                    this->time_ += this->interval_; // Q: Why '+=' and not '='? A: Think about it. It's more accurate like that. Seriously.
231                    while (this->time_ <= 0)
232                    {
233                        // The interval was shorter than one tick, so execute the function more than once
234                        this->run();
235                        this->time_ += this->interval_;
236                    }
237                }
238                else
239                    this->stopTimer(); // Stop the timer if we don't want to loop
240
241                this->run();
242            }
243        }
244    }
245
246    ///////////////
247    // RealTimer //
248    ///////////////
249    /// @copydoc Timer::Timer
250    RealTimer::RealTimer()
251    {
252        RegisterObject(RealTimer);
253    }
254
255    /// @copydoc Timer::Timer(float, bool, const ExecutorPtr&, bool)
256    RealTimer::RealTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall) : Timer(interval, bLoop, executor, bKillAfterCall)
257    {
258        RegisterObject(RealTimer);
259    }
260
261    /// Returns always 1 because RealTimer doesn't depend on the game time.
262    float RealTimer::getTimeFactor()
263    {
264        return 1;
265    }
266}
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