OpenTTD/src/timer/timer.h

187 lines
5.1 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file timer.h Definition of Interval and OneShot timers */
#ifndef TIMER_H
#define TIMER_H
#include "timer_manager.h"
/**
* The base where every other type of timer is derived from.
*
* Never use this class directly yourself.
*/
template <typename TTimerType>
class BaseTimer {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
using TStorage = typename TTimerType::TStorage;
/**
* Create a new timer.
*
* @param period The period of the timer.
*/
[[nodiscard]] BaseTimer(const TPeriod period) :
period(period)
{
TimerManager<TTimerType>::RegisterTimer(*this);
}
/**
* Delete the timer.
*/
virtual ~BaseTimer()
{
TimerManager<TTimerType>::UnregisterTimer(*this);
}
/* Although these variables are public, they are only public to make saveload easier; not for common use. */
TPeriod period; ///< The period of the timer.
TStorage storage = {}; ///< The storage of the timer.
protected:
/**
* Called by the timer manager to notify the timer that the given amount of time has elapsed.
*
* @param delta Depending on the time type, this is either in milliseconds or in ticks.
*/
virtual void Elapsed(TElapsed delta) = 0;
/* To ensure only TimerManager can access Elapsed. */
friend class TimerManager<TTimerType>;
};
/**
* An interval timer will fire every interval, and will continue to fire until it is deleted.
*
* The callback receives how many times the timer has fired since the last time it fired.
* It will always try to fire every interval, but in times of severe stress it might be late.
*
* Each Timer-type needs to implement the Elapsed() method, and call the callback if needed.
*
* Setting the period to zero disables the interval. It can be reenabled at any time by
* calling SetInterval() with a non-zero period.
*/
template <typename TTimerType>
class IntervalTimer : public BaseTimer<TTimerType> {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
/**
* Create a new interval timer.
*
* @param interval The interval between each callback.
* @param callback The callback to call when the interval has passed.
*/
[[nodiscard]] IntervalTimer(const TPeriod interval, std::function<void(uint)> callback) :
BaseTimer<TTimerType>(interval),
callback(callback)
{
}
/**
* Set a new interval for the timer.
*
* @param interval The interval between each callback.
* @param reset Whether to reset the timer to zero.
*/
void SetInterval(const TPeriod interval, bool reset = true)
{
this->period = interval;
if (reset) this->storage = {};
}
private:
std::function<void(uint)> callback;
void Elapsed(TElapsed count) override;
};
/**
* A timeout timer will fire once after the interval. You can reset it to fire again.
* The timer will never fire before the interval has passed, but in times of severe stress it might be late.
*/
template <typename TTimerType>
class TimeoutTimer : public BaseTimer<TTimerType> {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
/**
* Create a new timeout timer.
*
* By default the timeout starts aborted; you will have to call Reset() before it starts.
*
* @param timeout The timeout after which the timer will fire.
* @param callback The callback to call when the timeout has passed.
* @param start Whether to start the timer immediately. If false, you can call Reset() to start it.
*/
[[nodiscard]] TimeoutTimer(const TPeriod timeout, std::function<void()> callback, bool start = false) :
BaseTimer<TTimerType>(timeout),
fired(!start),
callback(callback)
{
}
/**
* Reset the timer, so it will fire again after the timeout.
*/
void Reset()
{
this->fired = false;
this->storage = {};
}
/**
* Reset the timer, so it will fire again after the timeout.
*
* @param timeout Set a new timeout for the next trigger.
*/
void Reset(const TPeriod timeout)
{
this->period = timeout;
this->fired = false;
this->storage = {};
}
/**
* Abort the timer so it doesn't fire if it hasn't yet.
*/
void Abort()
{
this->fired = true;
}
/**
* Check whether the timeout occurred.
*
* @return True iff the timeout occurred.
*/
bool HasFired() const
{
return this->fired;
}
/* Although these variables are public, they are only public to make saveload easier; not for common use. */
bool fired; ///< Whether the timeout has occurred.
private:
std::function<void()> callback;
void Elapsed(TElapsed count) override;
};
#endif /* TIMER_H */