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Location: cpp/openttd-patchpack/source/src/timer/timer_game_realtime.cpp - annotation
r27487:4d1c2a7bde00
2.3 KiB
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Codechange: remove queue_wrap / last_position from mouse movement
No backend uses it anymore, so also no longer any need to support
it.
No backend uses it anymore, so also no longer any need to support
it.
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* 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_game_realtime.cpp
* This file implements the timer logic for the real time game-timer.
*/
#include "stdafx.h"
#include "openttd.h"
#include "timer.h"
#include "timer_game_realtime.h"
#include "safeguards.h"
template<>
void IntervalTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
{
if (this->period.period == std::chrono::milliseconds::zero()) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
this->storage.elapsed += delta;
uint count = 0;
while (this->storage.elapsed >= this->period.period) {
this->storage.elapsed -= this->period.period;
count++;
}
if (count > 0) {
this->callback(count);
}
}
template<>
void TimeoutTimer<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
{
if (this->fired) return;
if (this->period.period == std::chrono::milliseconds::zero()) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::AUTOSAVE && _pause_mode != PM_UNPAUSED && (_pause_mode & PM_COMMAND_DURING_PAUSE) == 0) return;
if (this->period.flag == TimerGameRealtime::PeriodFlags::UNPAUSED && _pause_mode != PM_UNPAUSED) return;
this->storage.elapsed += delta;
if (this->storage.elapsed >= this->period.period) {
this->callback();
this->fired = true;
}
}
template<>
void TimerManager<TimerGameRealtime>::Elapsed(TimerGameRealtime::TElapsed delta)
{
for (auto timer : TimerManager<TimerGameRealtime>::GetTimers()) {
timer->Elapsed(delta);
}
}
#ifdef WITH_ASSERT
template<>
void TimerManager<TimerGameRealtime>::Validate(TimerGameRealtime::TPeriod period)
{
}
#endif /* WITH_ASSERT */
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