mirror of https://github.com/OpenTTD/OpenTTD.git
72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD 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, version 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* @file timer_game_realtime.cpp
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* This file implements the timer logic for the real time game-timer.
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*/
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "timer.h"
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#include "timer_game_realtime.h"
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#include "../safeguards.h"
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template<>
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void IntervalTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
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{
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if (this->period.period == std::chrono::milliseconds::zero()) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
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this->storage.elapsed += delta;
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uint count = 0;
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while (this->storage.elapsed >= this->period.period) {
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this->storage.elapsed -= this->period.period;
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count++;
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}
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if (count > 0) {
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this->callback(count);
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}
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}
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template<>
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void TimeoutTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
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{
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if (this->fired) return;
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if (this->period.period == std::chrono::milliseconds::zero()) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
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if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
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this->storage.elapsed += delta;
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if (this->storage.elapsed >= this->period.period) {
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this->callback();
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this->fired = true;
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}
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}
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template<>
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bool TimerManager<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
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{
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for (auto timer : TimerManager<TimerGameRealtime>::GetTimers()) {
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timer->Elapsed(delta);
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}
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return true;
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}
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#ifdef WITH_ASSERT
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template<>
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void TimerManager<TimerGameRealtime>::Validate(TimerGameRealtime::TPeriod)
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{
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}
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#endif /* WITH_ASSERT */
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