Files @ r25162:1e14a1e5e8e4
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Location: cpp/openttd-patchpack/source/src/guitimer_func.h

Patric Stout
Change: reworked how the Game Option display options are drawn

"Hardware acceleration" was not aligned with its checkbox. So instead
of drawing the labels left and the options right, now draw settings
one by one with a spacer between label and option to get the right
spacing.

Also, use SetPIP instead of repeating a SetPadding for all but
last element.
/*
 * 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 guitimer_func.h GUI Timers. */

#ifndef GUITIMER_FUNC_H
#define GUITIMER_FUNC_H

class GUITimer
{
protected:
	uint timer;
	uint interval;

public:
	GUITimer() : timer(0), interval(0) { }
	explicit GUITimer(uint interval) : timer(0), interval(interval) { }

	inline bool HasElapsed() const
	{
		return this->interval == 0;
	}

	inline void SetInterval(uint interval)
	{
		this->timer = 0;
		this->interval = interval;
	}

	/**
	 * Count how many times the interval has elapsed.
	 * Use to ensure a specific amount of events happen within a timeframe, e.g. for animation.
	 * @param delta Time since last test.
	 * @return Number of times the interval has elapsed.
	 */
	inline uint CountElapsed(uint delta)
	{
		if (this->interval == 0) return 0;
		uint count = delta / this->interval;
		if (this->timer + (delta % this->interval) >= this->interval) count++;
		this->timer = (this->timer + delta) % this->interval;
		return count;
	}

	/**
	 * Test if a timer has elapsed.
	 * Use to ensure an event happens only once within a timeframe, e.g. for window updates.
	 * @param delta Time since last test.
	 * @return True iff the timer has elapsed.
	 */
	inline bool Elapsed(uint delta)
	{
		if (this->CountElapsed(delta) == 0) return false;
		this->SetInterval(0);
		return true;
	}
};

#endif /* GUITIMER_FUNC_H */