1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief Implementation of the Timer class. |
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32 | */ |
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33 | |
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34 | #include "Timer.h" |
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35 | |
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36 | #include <set> |
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37 | |
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38 | #include <boost/bimap.hpp> |
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39 | |
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40 | #include "util/Clock.h" |
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41 | #include "core/CoreIncludes.h" |
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42 | #include "core/command/ConsoleCommandIncludes.h" |
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43 | #include "core/command/CommandExecutor.h" |
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44 | #include "core/command/Executor.h" |
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45 | #include "core/command/Functor.h" |
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46 | #include "tools/interfaces/TimeFactorListener.h" |
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47 | |
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48 | namespace orxonox |
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49 | { |
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50 | SetConsoleCommand("delay", &delay).argumentCompleter(1, autocompletion::command()); |
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51 | SetConsoleCommand("delayreal", &delayreal).argumentCompleter(1, autocompletion::command()); |
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52 | SetConsoleCommand("killdelay", &killdelay); |
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53 | SetConsoleCommand("killdelays", &killdelays); |
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54 | |
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55 | static boost::bimap<unsigned int, Timer*> delaytimers; |
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56 | static unsigned int delayHandleCounter = 0; |
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57 | |
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58 | /** |
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59 | @brief Console-command: Calls another console command after @a delay seconds (game time). |
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60 | @param delay The delay in seconds |
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61 | @param command The console command |
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62 | @return The handle of the delayed command, can be used as argument for killdelay() |
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63 | */ |
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64 | unsigned int delay(float delay, const std::string& command) |
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65 | { |
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66 | return addDelayedCommand(new Timer(), delay, command); |
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67 | } |
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68 | |
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69 | /** |
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70 | @brief Console-command: Calls another console command after @a delay seconds (real time) |
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71 | @param delay The delay in seconds |
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72 | @param command The console command |
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73 | @return The handle of the delayed command, can be used as argument for killdelay() |
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74 | */ |
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75 | unsigned int delayreal(float delay, const std::string& command) |
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76 | { |
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77 | return addDelayedCommand(new RealTimer(), delay, command); |
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78 | } |
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79 | |
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80 | /** |
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81 | @brief Helper function, used by delay() and delayreal() to add a delayed command. |
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82 | @param timer The timer which will execute the command |
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83 | @param delay The delay in seconds |
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84 | @param command The console command |
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85 | @return The handle of the delayed command, can be used as argument for killdelay() |
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86 | */ |
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87 | unsigned int addDelayedCommand(Timer* timer, float delay, const std::string& command) |
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88 | { |
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89 | delaytimers.insert(boost::bimap<unsigned int, Timer*>::value_type(++delayHandleCounter, timer)); |
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90 | |
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91 | const ExecutorStaticPtr& delayexecutor = createExecutor(createFunctor(&executeDelayedCommand)); |
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92 | delayexecutor->setDefaultValues(timer, command); |
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93 | timer->setTimer(delay, false, delayexecutor); |
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94 | |
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95 | return delayHandleCounter; |
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96 | } |
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97 | |
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98 | /** |
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99 | @brief Helper function for delay(), executes the command and destroys the timer. |
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100 | @param timer The timer which called this function. |
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101 | @param command The command to execute |
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102 | */ |
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103 | void executeDelayedCommand(Timer* timer, const std::string& command) |
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104 | { |
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105 | CommandExecutor::execute(command); |
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106 | delete timer; |
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107 | delaytimers.right.erase(timer); |
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108 | } |
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109 | |
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110 | /** |
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111 | @brief Console-command: Kills all scheduled commands that were delayed using delay(). |
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112 | */ |
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113 | void killdelays() |
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114 | { |
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115 | for (boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.begin(); it != delaytimers.left.end(); ++it) |
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116 | delete it->second; |
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117 | |
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118 | delaytimers.clear(); |
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119 | } |
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120 | |
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121 | /** |
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122 | @brief Console-command: Kills a delayed command with given handle. |
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123 | */ |
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124 | void killdelay(unsigned int handle) |
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125 | { |
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126 | boost::bimap<unsigned int, Timer*>::left_map::iterator it = delaytimers.left.find(handle); |
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127 | if (it != delaytimers.left.end()) |
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128 | { |
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129 | delete it->second; |
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130 | delaytimers.left.erase(it); |
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131 | } |
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132 | } |
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133 | |
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134 | RegisterClassNoArgs(Timer); |
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135 | |
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136 | /** |
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137 | @brief Constructor: Sets the default-values. |
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138 | */ |
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139 | Timer::Timer() |
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140 | { |
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141 | this->init(); |
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142 | RegisterObject(Timer); |
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143 | } |
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144 | |
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145 | /** |
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146 | @brief Constructor: Initializes and starts the timer, which will call an executor after some time. |
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147 | @param interval The timer-interval in seconds |
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148 | @param bLoop If true, the executor gets called every @a interval seconds |
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149 | @param executor The executor that will be called |
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150 | @param bKillAfterCall If true, the timer will be deleted after the executor was called |
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151 | */ |
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152 | Timer::Timer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall) |
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153 | { |
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154 | this->init(); |
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155 | RegisterObject(Timer); |
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156 | |
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157 | this->setTimer(interval, bLoop, executor, bKillAfterCall); |
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158 | } |
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159 | |
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160 | /** |
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161 | @brief Initializes the Timer |
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162 | */ |
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163 | void Timer::init() |
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164 | { |
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165 | this->executor_ = 0; |
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166 | this->interval_ = 0; |
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167 | this->bLoop_ = false; |
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168 | this->bActive_ = false; |
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169 | this->bKillAfterCall_ = false; |
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170 | |
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171 | this->time_ = 0; |
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172 | } |
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173 | |
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174 | /** |
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175 | @brief Returns the current time factor of the game. |
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176 | */ |
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177 | float Timer::getTimeFactor() |
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178 | { |
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179 | return TimeFactorListener::getTimeFactor(); |
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180 | } |
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181 | |
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182 | /** |
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183 | @brief Initializes and starts the timer, which will call an executor after some time. |
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184 | @param interval The timer-interval in seconds |
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185 | @param bLoop If true, the executor gets called every @a interval seconds |
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186 | @param executor The executor that will be called |
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187 | @param bKillAfterCall If true, the timer will be deleted after the executor was called |
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188 | */ |
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189 | void Timer::setTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall) |
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190 | { |
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191 | this->setInterval(interval); |
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192 | this->bLoop_ = bLoop; |
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193 | this->executor_ = executor; |
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194 | this->bActive_ = true; |
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195 | |
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196 | this->time_ = this->interval_; |
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197 | this->bKillAfterCall_ = bKillAfterCall; |
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198 | |
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199 | executor->getFunctor()->setSafeMode(true); |
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200 | } |
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201 | |
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202 | /** |
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203 | @brief Calls the executor and destroys the timer if requested. |
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204 | */ |
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205 | void Timer::run() |
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206 | { |
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207 | bool temp = this->bKillAfterCall_; // to avoid errors with bKillAfterCall_=false and an exutors which destroy the timer |
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208 | |
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209 | (*this->executor_)(); |
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210 | |
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211 | if (temp) |
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212 | delete this; |
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213 | } |
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214 | |
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215 | /** |
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216 | @brief Updates the timer before the frames are rendered. |
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217 | */ |
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218 | void Timer::tick(const Clock& time) |
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219 | { |
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220 | if (this->bActive_) |
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221 | { |
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222 | // If active: Decrease the timer by the duration of the last frame |
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223 | this->time_ -= static_cast<long long>(time.getDeltaTimeMicroseconds() * this->getTimeFactor()); |
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224 | |
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225 | if (this->time_ <= 0) |
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226 | { |
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227 | // It's time to call the function |
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228 | if (this->bLoop_ && !this->bKillAfterCall_) |
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229 | { |
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230 | this->time_ += this->interval_; // Q: Why '+=' and not '='? A: Think about it. It's more accurate like that. Seriously. |
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231 | while (this->time_ <= 0) |
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232 | { |
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233 | // The interval was shorter than one tick, so execute the function more than once |
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234 | this->run(); |
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235 | this->time_ += this->interval_; |
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236 | } |
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237 | } |
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238 | else |
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239 | this->stopTimer(); // Stop the timer if we don't want to loop |
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240 | |
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241 | this->run(); |
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242 | } |
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243 | } |
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244 | } |
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245 | |
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246 | /////////////// |
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247 | // RealTimer // |
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248 | /////////////// |
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249 | |
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250 | RegisterClassNoArgs(RealTimer); |
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251 | |
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252 | /// @copydoc Timer::Timer |
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253 | RealTimer::RealTimer() |
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254 | { |
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255 | RegisterObject(RealTimer); |
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256 | } |
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257 | |
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258 | /// @copydoc Timer::Timer(float, bool, const ExecutorPtr&, bool) |
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259 | RealTimer::RealTimer(float interval, bool bLoop, const ExecutorPtr& executor, bool bKillAfterCall) : Timer(interval, bLoop, executor, bKillAfterCall) |
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260 | { |
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261 | RegisterObject(RealTimer); |
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262 | } |
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263 | |
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264 | /// Returns always 1 because RealTimer doesn't depend on the game time. |
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265 | float RealTimer::getTimeFactor() |
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266 | { |
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267 | return 1; |
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268 | } |
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269 | } |
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