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Location: cpp/openttd-patchpack/source/src/timer/timer_manager.h - annotation
r28822:57cd1bc354de
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Codechange: Add `GetVisibleRangeIterators()` to `Scrollbar`.
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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_manager.h Definition of the TimerManager */
/** @note don't include this file; include "timer.h". */
#ifndef TIMER_MANAGER_H
#define TIMER_MANAGER_H
#include "../stdafx.h"
template <typename TTimerType>
class BaseTimer;
/**
* The TimerManager manages a single Timer-type.
*
* It allows for automatic registration and unregistration of timers like Interval and OneShot.
*
* Each Timer-type needs to implement the Elapsed() method, and distribute that to the timers if needed.
*/
template <typename TTimerType>
class TimerManager {
public:
using TPeriod = typename TTimerType::TPeriod;
using TElapsed = typename TTimerType::TElapsed;
/* Avoid copying this object; it is a singleton object. */
TimerManager(TimerManager const &) = delete;
TimerManager &operator=(TimerManager const &) = delete;
/**
* Register a timer.
*
* @param timer The timer to register.
*/
static void RegisterTimer(BaseTimer<TTimerType> &timer)
{
#ifdef WITH_ASSERT
Validate(timer.period);
#endif /* WITH_ASSERT */
GetTimers().insert(&timer);
}
/**
* Unregister a timer.
*
* @param timer The timer to unregister.
*/
static void UnregisterTimer(BaseTimer<TTimerType> &timer)
{
GetTimers().erase(&timer);
}
#ifdef WITH_ASSERT
/**
* Validate that a new period is actually valid.
*
* For most timers this is not an issue, but some want to make sure their
* period is unique, to ensure deterministic game-play.
*
* This is meant purely to protect a developer from making a mistake.
* As such, assert() when validation fails.
*
* @param period The period to validate.
*/
static void Validate(TPeriod period);
#endif /* WITH_ASSERT */
/**
* Called when time for this timer elapsed.
*
* The implementation per type is different, but they all share a similar goal:
* Call the Elapsed() method of all active timers.
*
* @param value The amount of time that has elapsed.
* @return True iff time has progressed.
*/
static bool Elapsed(TElapsed value);
private:
/**
* Sorter for timers.
*
* It will sort based on the period, smaller first. If the period is the
* same, it will sort based on the pointer value.
*/
struct base_timer_sorter {
bool operator() (BaseTimer<TTimerType> *a, BaseTimer<TTimerType> *b) const
{
if (a->period == b->period) return a < b;
return a->period < b->period;
}
};
/** Singleton list, to store all the active timers. */
static std::set<BaseTimer<TTimerType> *, base_timer_sorter> &GetTimers()
{
static std::set<BaseTimer<TTimerType> *, base_timer_sorter> timers;
return timers;
}
};
#endif /* TIMER_MANAGER_H */
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