/*************************************************************************/ /* timer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef TIMER_H #define TIMER_H #include "scene/main/node.h" class Timer : public Node { GDCLASS(Timer, Node); float wait_time = 1.0; bool one_shot = false; bool autostart = false; bool processing = false; bool paused = false; double time_left = -1.0; protected: void _notification(int p_what); static void _bind_methods(); public: enum TimerProcessMode { TIMER_PROCESS_PHYSICS, TIMER_PROCESS_IDLE, }; void set_wait_time(float p_time); float get_wait_time() const; void set_one_shot(bool p_one_shot); bool is_one_shot() const; void set_autostart(bool p_start); bool has_autostart() const; void start(float p_time = -1); void stop(); void set_paused(bool p_paused); bool is_paused() const; bool is_stopped() const; float get_time_left() const; void set_timer_process_mode(TimerProcessMode p_mode); TimerProcessMode get_timer_process_mode() const; Timer(); private: TimerProcessMode timer_process_mode = TIMER_PROCESS_IDLE; void _set_process(bool p_process, bool p_force = false); }; VARIANT_ENUM_CAST(Timer::TimerProcessMode); #endif // TIMER_H