/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ /*! @file Timer.h @brief Definition and Implementation of the Timer class. The Timer is a callback-object, calling a given function after a given time-interval. Usage: header.h: class ClassName { public: ClassName(); void functionName(); Timer myTimer; }; source.cc: ClassName::ClassName() { myTimer.setTimer(interval_in_seconds, bLoop, this, &ClassName::functionName); } void ClassName::functionName() { whateveryouwant(); something(else); } */ #ifndef _Timer_H__ #define _Timer_H__ #include #include "../OrxonoxPrereqs.h" #include "../core/CoreIncludes.h" namespace orxonox { //! TimerBase is the parent of the Timer class. class _OrxonoxExport TimerBase : public OrxonoxClass { friend class TimerFrameListener; public: /** @brief Constructor: Sets the default-values. */ TimerBase() { RegisterRootObject(TimerBase); this->interval_ = 0; this->bLoop_ = false; this->bActive_ = false; this->time_ = 0; } virtual void run() const = 0; /** @brief Starts the Timer: Function-call after 'interval' seconds. */ inline void startTimer() { this->bActive_ = true; this->time_ = this->interval_; } /** @brief Stops the Timer. */ inline void stopTimer() { this->bActive_ = false; this->time_ = this->interval_; } /** @brief Pauses the Timer - it will continue with the actual state if you unpause it. */ inline void pauseTimer() { this->bActive_ = false; } /** @brief Unpauses the Timer - continues with the given state. */ inline void unpauseTimer() { this->bActive_ = true; } /** @brief Returns true if the Timer is active (= not stoped, not paused). @return True = Time is active */ inline bool isActive() const { return this->bActive_; } protected: float interval_; //!< The time-interval in seconds bool bLoop_; //!< If true, the function gets called every 'interval' seconds bool bActive_; //!< If true, the Timer ticks and calls the function if the time's up float time_; //!< Internal variable, counting the time till the next function-call }; //! The Timer is a callback-object, calling a given function after a given time-interval. template class Timer : public TimerBase { public: /** @brief Constructor: Sets the default-values. */ Timer() { this->timerFunction_ = 0; this->object_ = 0; } /** @brief Constructor: Initializes the Timer with given values. @param interval The timer-interval in seconds @param bLoop If true, the function gets called every 'interval' seconds @param object The object owning the timer and the function @param timerFunction A function pointer to the function to call */ Timer(float interval, bool bLoop, T* object, void (T::*timerFunction)()) { this->setTimer(interval, bLoop, timerFunction, object); } /** @brief Initializes the Timer with given values. @param interval The timer-interval in seconds @param bLoop If true, the function gets called every 'interval' seconds @param object The object owning the timer and the function @param timerFunction A function pointer to the function to call */ void setTimer(float interval, bool bLoop, T* object, void (T::*timerFunction)()) { this->interval_ = interval; this->bLoop_ = bLoop; this->timerFunction_ = timerFunction; this->object_ = object; this->bActive_ = true; this->time_ = interval; } /** @brief Calls the given function of the given object. */ void run() const { ((*this->object_).*timerFunction_)(); } private: void (T::*timerFunction_)(); T* object_; }; //! The TimerFrameListener manages all Timers in the game. class TimerFrameListener : public Ogre::FrameListener { private: /** @brief Gets called before a frame gets rendered. */ bool frameStarted(const Ogre::FrameEvent &evt) { // Iterate through all Timers for (Iterator it = ObjectList::start(); it; ) { if (it->isActive()) { // If active: Decrease the timer by the duration of the last frame it->time_ -= evt.timeSinceLastFrame; if (it->time_ <= 0) { // It's time to call the function if (it->bLoop_) it->time_ += it->interval_; // Q: Why '+=' and not '='? A: Think about it. It's more accurate like that. Seriously. else it->stopTimer(); // Stop the timer if we don't want to loop (it++)->run(); } else ++it; } else ++it; } return FrameListener::frameStarted(evt); } }; } #endif /* _Timer_H__ */