d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
222 lines
6.5 KiB
C++
222 lines
6.5 KiB
C++
/*************************************************************************/
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/* timer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "timer.h"
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void Timer::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_READY: {
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if (autostart) {
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#ifdef TOOLS_ENABLED
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if (get_tree()->is_editor_hint() && get_tree()->get_edited_scene_root() && (get_tree()->get_edited_scene_root()==this || get_tree()->get_edited_scene_root()->is_a_parent_of(this)))
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break;
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#endif
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start();
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autostart=false;
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}
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} break;
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case NOTIFICATION_PROCESS: {
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if (timer_process_mode == TIMER_PROCESS_FIXED || !is_processing())
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return;
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time_left -= get_process_delta_time();
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if (time_left<0) {
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if (!one_shot)
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//time_left=wait_time+time_left;
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time_left = wait_time;
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else
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stop();
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emit_signal("timeout");
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}
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} break;
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case NOTIFICATION_FIXED_PROCESS: {
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if (timer_process_mode == TIMER_PROCESS_IDLE || !is_fixed_processing())
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return;
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time_left -= get_fixed_process_delta_time();
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if (time_left<0) {
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if (!one_shot)
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//time_left = wait_time + time_left;
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time_left = wait_time;
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else
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stop();
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emit_signal("timeout");
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}
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} break;
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}
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}
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void Timer::set_wait_time(float p_time) {
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ERR_EXPLAIN("time should be greater than zero.");
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ERR_FAIL_COND(p_time<=0);
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wait_time=p_time;
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}
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float Timer::get_wait_time() const {
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return wait_time;
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}
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void Timer::set_one_shot(bool p_one_shot) {
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one_shot=p_one_shot;
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}
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bool Timer::is_one_shot() const {
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return one_shot;
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}
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void Timer::set_autostart(bool p_start) {
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autostart=p_start;
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}
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bool Timer::has_autostart() const {
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return autostart;
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}
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void Timer::start() {
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time_left=wait_time;
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_set_process(true);
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}
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void Timer::stop() {
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time_left=-1;
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_set_process(false);
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autostart=false;
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}
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void Timer::set_active(bool p_active) {
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if (active == p_active)
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return;
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active = p_active;
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_set_process(processing);
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}
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bool Timer::is_active() const {
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return active;
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}
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float Timer::get_time_left() const {
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return time_left >0 ? time_left : 0;
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}
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void Timer::set_timer_process_mode(TimerProcessMode p_mode) {
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if (timer_process_mode == p_mode)
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return;
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switch (timer_process_mode) {
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case TIMER_PROCESS_FIXED:
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if (is_fixed_processing()) {
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set_fixed_process(false);
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set_process(true);
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}
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break;
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case TIMER_PROCESS_IDLE:
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if (is_processing()) {
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set_process(false);
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set_fixed_process(true);
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}
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break;
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}
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timer_process_mode = p_mode;
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}
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Timer::TimerProcessMode Timer::get_timer_process_mode() const{
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return timer_process_mode;
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}
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void Timer::_set_process(bool p_process, bool p_force)
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{
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switch (timer_process_mode) {
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case TIMER_PROCESS_FIXED: set_fixed_process(p_process && active); break;
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case TIMER_PROCESS_IDLE: set_process(p_process && active); break;
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}
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processing = p_process;
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}
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void Timer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_wait_time","time_sec"),&Timer::set_wait_time);
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ObjectTypeDB::bind_method(_MD("get_wait_time"),&Timer::get_wait_time);
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ObjectTypeDB::bind_method(_MD("set_one_shot","enable"),&Timer::set_one_shot);
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ObjectTypeDB::bind_method(_MD("is_one_shot"),&Timer::is_one_shot);
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ObjectTypeDB::bind_method(_MD("set_autostart","enable"),&Timer::set_autostart);
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ObjectTypeDB::bind_method(_MD("has_autostart"),&Timer::has_autostart);
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ObjectTypeDB::bind_method(_MD("start"),&Timer::start);
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ObjectTypeDB::bind_method(_MD("stop"),&Timer::stop);
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ObjectTypeDB::bind_method(_MD("set_active", "active"), &Timer::set_active);
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ObjectTypeDB::bind_method(_MD("is_active"), &Timer::is_active);
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ObjectTypeDB::bind_method(_MD("get_time_left"),&Timer::get_time_left);
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ObjectTypeDB::bind_method(_MD("set_timer_process_mode", "mode"), &Timer::set_timer_process_mode);
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ObjectTypeDB::bind_method(_MD("get_timer_process_mode"), &Timer::get_timer_process_mode);
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ADD_SIGNAL( MethodInfo("timeout") );
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ADD_PROPERTY( PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Fixed,Idle"), _SCS("set_timer_process_mode"), _SCS("get_timer_process_mode") );
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ADD_PROPERTY( PropertyInfo(Variant::REAL, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.01,4096,0.01" ), _SCS("set_wait_time"), _SCS("get_wait_time") );
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ADD_PROPERTY( PropertyInfo(Variant::BOOL, "one_shot" ), _SCS("set_one_shot"), _SCS("is_one_shot") );
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ADD_PROPERTY( PropertyInfo(Variant::BOOL, "autostart" ), _SCS("set_autostart"), _SCS("has_autostart") );
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BIND_CONSTANT( TIMER_PROCESS_FIXED );
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BIND_CONSTANT( TIMER_PROCESS_IDLE );
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}
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Timer::Timer() {
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timer_process_mode = TIMER_PROCESS_IDLE;
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autostart=false;
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wait_time=1;
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one_shot=false;
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time_left = -1;
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processing = false;
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active = true;
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}
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