virtualx-engine/scene/main/timer.h
Hugo Locurcio 42d13e29e2
Add a warning for Timer nodes with very low wait times
Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
2021-10-09 08:57:48 +02:00

89 lines
3.3 KiB
C++

/*************************************************************************/
/* timer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef TIMER_H
#define TIMER_H
#include "scene/main/node.h"
class Timer : public Node {
GDCLASS(Timer, Node);
double wait_time = 1.0;
bool one_shot = false;
bool autostart = false;
bool processing = false;
bool paused = false;
double time_left = -1.0;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
enum TimerProcessCallback {
TIMER_PROCESS_PHYSICS,
TIMER_PROCESS_IDLE,
};
void set_wait_time(double p_time);
double get_wait_time() const;
void set_one_shot(bool p_one_shot);
bool is_one_shot() const;
void set_autostart(bool p_start);
bool has_autostart() const;
void start(double p_time = -1);
void stop();
void set_paused(bool p_paused);
bool is_paused() const;
bool is_stopped() const;
double get_time_left() const;
TypedArray<String> get_configuration_warnings() const override;
void set_timer_process_callback(TimerProcessCallback p_callback);
TimerProcessCallback get_timer_process_callback() const;
Timer();
private:
TimerProcessCallback timer_process_callback = TIMER_PROCESS_IDLE;
void _set_process(bool p_process, bool p_force = false);
};
VARIANT_ENUM_CAST(Timer::TimerProcessCallback);
#endif // TIMER_H