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Location: cpp/openttd-patchpack/source/src/timer/timer_manager.h
r27487:4d1c2a7bde00
3.1 KiB
text/x-c
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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 | /*
* 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.
*/
static void 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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