2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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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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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2020-01-01 10:16:22 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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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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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#include "timer.h"
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2018-09-11 16:13:45 +00:00
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#include "core/engine.h"
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2017-08-18 23:02:56 +00:00
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2014-02-10 01:10:30 +00:00
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void Timer::_notification(int p_what) {
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2017-03-05 15:44:50 +00:00
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switch (p_what) {
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2014-02-10 01:10:30 +00:00
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case NOTIFICATION_READY: {
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2014-10-12 05:13:22 +00:00
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if (autostart) {
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2014-10-14 04:01:25 +00:00
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#ifdef TOOLS_ENABLED
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2017-08-18 23:02:56 +00:00
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if (Engine::get_singleton()->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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2014-10-12 05:13:22 +00:00
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break;
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2014-12-07 05:04:20 +00:00
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#endif
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start();
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2017-03-05 15:44:50 +00:00
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autostart = false;
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2014-10-12 05:13:22 +00:00
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}
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2014-02-10 01:10:30 +00:00
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} break;
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2017-01-10 21:02:19 +00:00
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case NOTIFICATION_INTERNAL_PROCESS: {
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2017-09-30 14:19:07 +00:00
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if (timer_process_mode == TIMER_PROCESS_PHYSICS || !is_processing_internal())
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2015-05-01 14:44:02 +00:00
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return;
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2014-02-10 01:10:30 +00:00
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time_left -= get_process_delta_time();
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2017-03-05 15:44:50 +00:00
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if (time_left < 0) {
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2014-02-10 01:10:30 +00:00
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if (!one_shot)
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2017-04-05 06:22:41 +00:00
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time_left += wait_time;
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2014-02-10 01:10:30 +00:00
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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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2017-09-30 14:19:07 +00:00
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (timer_process_mode == TIMER_PROCESS_IDLE || !is_physics_processing_internal())
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2015-05-10 14:00:26 +00:00
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return;
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2017-09-30 14:19:07 +00:00
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time_left -= get_physics_process_delta_time();
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2015-05-10 14:00:26 +00:00
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2017-03-05 15:44:50 +00:00
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if (time_left < 0) {
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2015-05-10 14:00:26 +00:00
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if (!one_shot)
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2017-04-05 06:22:41 +00:00
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time_left += wait_time;
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2015-05-10 14:00:26 +00:00
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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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2014-02-10 01:10:30 +00:00
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}
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}
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void Timer::set_wait_time(float p_time) {
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2019-08-08 20:11:48 +00:00
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ERR_FAIL_COND_MSG(p_time <= 0, "Time should be greater than zero.");
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2017-03-05 15:44:50 +00:00
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wait_time = p_time;
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2014-02-10 01:10:30 +00:00
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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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2017-03-05 15:44:50 +00:00
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one_shot = p_one_shot;
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2014-02-10 01:10:30 +00:00
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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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2017-03-05 15:44:50 +00:00
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autostart = p_start;
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2014-02-10 01:10:30 +00:00
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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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2018-04-26 19:42:50 +00:00
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void Timer::start(float p_time) {
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2019-11-27 15:34:54 +00:00
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ERR_FAIL_COND_MSG(!is_inside_tree(), "Timer was not added to the SceneTree. Either add it or set autostart to true.");
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2019-08-31 23:25:22 +00:00
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2018-04-26 19:42:50 +00:00
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if (p_time > 0) {
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set_wait_time(p_time);
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}
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2017-03-05 15:44:50 +00:00
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time_left = wait_time;
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2015-05-10 14:00:26 +00:00
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_set_process(true);
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2014-02-10 01:10:30 +00:00
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}
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void Timer::stop() {
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2017-03-05 15:44:50 +00:00
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time_left = -1;
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2015-05-10 14:00:26 +00:00
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_set_process(false);
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2017-03-05 15:44:50 +00:00
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autostart = false;
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2014-02-10 01:10:30 +00:00
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}
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2017-03-11 17:10:01 +00:00
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void Timer::set_paused(bool p_paused) {
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if (paused == p_paused)
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2016-03-31 21:23:16 +00:00
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return;
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2017-03-11 17:10:01 +00:00
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paused = p_paused;
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2016-03-31 21:23:16 +00:00
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_set_process(processing);
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}
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2017-03-11 17:10:01 +00:00
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bool Timer::is_paused() const {
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return paused;
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}
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bool Timer::is_stopped() const {
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return get_time_left() <= 0;
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2016-03-31 21:23:16 +00:00
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}
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2014-02-10 01:10:30 +00:00
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float Timer::get_time_left() const {
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2017-03-05 15:44:50 +00:00
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return time_left > 0 ? time_left : 0;
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2014-02-10 01:10:30 +00:00
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}
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2015-05-10 14:00:26 +00:00
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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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2017-09-30 14:19:07 +00:00
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case TIMER_PROCESS_PHYSICS:
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if (is_physics_processing_internal()) {
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set_physics_process_internal(false);
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2017-01-10 21:02:19 +00:00
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set_process_internal(true);
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2015-05-10 14:00:26 +00:00
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}
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2017-03-05 15:44:50 +00:00
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break;
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2015-05-10 14:00:26 +00:00
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case TIMER_PROCESS_IDLE:
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2017-01-10 21:02:19 +00:00
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if (is_processing_internal()) {
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set_process_internal(false);
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2017-09-30 14:19:07 +00:00
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set_physics_process_internal(true);
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2015-05-10 14:00:26 +00:00
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}
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2017-03-05 15:44:50 +00:00
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break;
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2015-05-10 14:00:26 +00:00
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}
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timer_process_mode = p_mode;
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}
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2017-03-05 15:44:50 +00:00
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Timer::TimerProcessMode Timer::get_timer_process_mode() const {
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2015-05-10 14:00:26 +00:00
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return timer_process_mode;
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}
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2017-03-05 15:44:50 +00:00
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void Timer::_set_process(bool p_process, bool p_force) {
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2015-05-10 14:00:26 +00:00
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switch (timer_process_mode) {
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2020-05-10 11:00:47 +00:00
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case TIMER_PROCESS_PHYSICS:
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set_physics_process_internal(p_process && !paused);
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break;
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case TIMER_PROCESS_IDLE:
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set_process_internal(p_process && !paused);
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break;
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2015-05-10 14:00:26 +00:00
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}
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2016-03-31 21:23:16 +00:00
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processing = p_process;
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2015-05-10 14:00:26 +00:00
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}
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2014-02-10 01:10:30 +00:00
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void Timer::_bind_methods() {
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("set_wait_time", "time_sec"), &Timer::set_wait_time);
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ClassDB::bind_method(D_METHOD("get_wait_time"), &Timer::get_wait_time);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &Timer::set_one_shot);
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ClassDB::bind_method(D_METHOD("is_one_shot"), &Timer::is_one_shot);
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("set_autostart", "enable"), &Timer::set_autostart);
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ClassDB::bind_method(D_METHOD("has_autostart"), &Timer::has_autostart);
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2014-02-10 01:10:30 +00:00
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2018-04-26 19:42:50 +00:00
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ClassDB::bind_method(D_METHOD("start", "time_sec"), &Timer::start, DEFVAL(-1));
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("stop"), &Timer::stop);
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2014-02-10 01:10:30 +00:00
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2017-03-11 17:10:01 +00:00
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ClassDB::bind_method(D_METHOD("set_paused", "paused"), &Timer::set_paused);
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ClassDB::bind_method(D_METHOD("is_paused"), &Timer::is_paused);
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ClassDB::bind_method(D_METHOD("is_stopped"), &Timer::is_stopped);
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2016-03-31 21:23:16 +00:00
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("get_time_left"), &Timer::get_time_left);
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2014-02-10 01:10:30 +00:00
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2017-02-13 11:47:24 +00:00
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ClassDB::bind_method(D_METHOD("set_timer_process_mode", "mode"), &Timer::set_timer_process_mode);
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ClassDB::bind_method(D_METHOD("get_timer_process_mode"), &Timer::get_timer_process_mode);
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2015-05-10 14:00:26 +00:00
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2017-03-05 15:44:50 +00:00
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ADD_SIGNAL(MethodInfo("timeout"));
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2014-02-10 01:10:30 +00:00
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2017-10-21 14:28:08 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_mode", "get_timer_process_mode");
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.001,4096,0.001,or_greater"), "set_wait_time", "get_wait_time");
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2017-03-05 15:44:50 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "is_one_shot");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autostart"), "set_autostart", "has_autostart");
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2018-01-11 22:35:12 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused", PROPERTY_HINT_NONE, "", 0), "set_paused", "is_paused");
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left", PROPERTY_HINT_NONE, "", 0), "", "get_time_left");
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2015-09-25 18:45:00 +00:00
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2017-09-30 14:19:07 +00:00
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BIND_ENUM_CONSTANT(TIMER_PROCESS_PHYSICS);
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2017-08-20 15:45:01 +00:00
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BIND_ENUM_CONSTANT(TIMER_PROCESS_IDLE);
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2014-02-10 01:10:30 +00:00
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}
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Timer::Timer() {
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2015-05-10 14:00:26 +00:00
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timer_process_mode = TIMER_PROCESS_IDLE;
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2017-03-05 15:44:50 +00:00
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autostart = false;
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wait_time = 1;
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one_shot = false;
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2016-03-31 21:23:16 +00:00
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time_left = -1;
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processing = false;
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2017-03-11 17:10:01 +00:00
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paused = false;
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2014-02-10 01:10:30 +00:00
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}
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