godot/scene/main/timer.cpp
Hugo Locurcio 7dcefa7c1b
Add a warning for Timer nodes with very low wait times
Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
2021-10-09 11:36:03 +02:00

240 lines
7.8 KiB
C++

/*************************************************************************/
/* timer.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "timer.h"
#include "core/engine.h"
void Timer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
if (autostart) {
#ifdef TOOLS_ENABLED
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))) {
break;
}
#endif
start();
autostart = false;
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (!processing || timer_process_mode == TIMER_PROCESS_PHYSICS || !is_processing_internal()) {
return;
}
time_left -= get_process_delta_time();
if (time_left < 0) {
if (!one_shot) {
time_left += wait_time;
} else {
stop();
}
emit_signal("timeout");
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!processing || timer_process_mode == TIMER_PROCESS_IDLE || !is_physics_processing_internal()) {
return;
}
time_left -= get_physics_process_delta_time();
if (time_left < 0) {
if (!one_shot) {
time_left += wait_time;
} else {
stop();
}
emit_signal("timeout");
}
} break;
}
}
void Timer::set_wait_time(float p_time) {
ERR_FAIL_COND_MSG(p_time <= 0, "Time should be greater than zero.");
wait_time = p_time;
update_configuration_warning();
}
float Timer::get_wait_time() const {
return wait_time;
}
void Timer::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
}
bool Timer::is_one_shot() const {
return one_shot;
}
void Timer::set_autostart(bool p_start) {
autostart = p_start;
}
bool Timer::has_autostart() const {
return autostart;
}
void Timer::start(float p_time) {
ERR_FAIL_COND_MSG(!is_inside_tree(), "Timer was not added to the SceneTree. Either add it or set autostart to true.");
if (p_time > 0) {
set_wait_time(p_time);
}
time_left = wait_time;
_set_process(true);
}
void Timer::stop() {
time_left = -1;
_set_process(false);
autostart = false;
}
void Timer::set_paused(bool p_paused) {
if (paused == p_paused) {
return;
}
paused = p_paused;
_set_process(processing);
}
bool Timer::is_paused() const {
return paused;
}
bool Timer::is_stopped() const {
return get_time_left() <= 0;
}
float Timer::get_time_left() const {
return time_left > 0 ? time_left : 0;
}
void Timer::set_timer_process_mode(TimerProcessMode p_mode) {
if (timer_process_mode == p_mode) {
return;
}
switch (timer_process_mode) {
case TIMER_PROCESS_PHYSICS:
if (is_physics_processing_internal()) {
set_physics_process_internal(false);
set_process_internal(true);
}
break;
case TIMER_PROCESS_IDLE:
if (is_processing_internal()) {
set_process_internal(false);
set_physics_process_internal(true);
}
break;
}
timer_process_mode = p_mode;
}
Timer::TimerProcessMode Timer::get_timer_process_mode() const {
return timer_process_mode;
}
void Timer::_set_process(bool p_process, bool p_force) {
switch (timer_process_mode) {
case TIMER_PROCESS_PHYSICS:
set_physics_process_internal(p_process && !paused);
break;
case TIMER_PROCESS_IDLE:
set_process_internal(p_process && !paused);
break;
}
processing = p_process;
}
String Timer::get_configuration_warning() const {
String warning = Node::get_configuration_warning();
if (wait_time < 0.05 - CMP_EPSILON) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("Very low timer wait times (< 0.05 seconds) may behave in significantly different ways depending on the rendered or physics frame rate.\nConsider using a script's process loop instead of relying on a Timer for very low wait times.");
}
return warning;
}
void Timer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_wait_time", "time_sec"), &Timer::set_wait_time);
ClassDB::bind_method(D_METHOD("get_wait_time"), &Timer::get_wait_time);
ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &Timer::set_one_shot);
ClassDB::bind_method(D_METHOD("is_one_shot"), &Timer::is_one_shot);
ClassDB::bind_method(D_METHOD("set_autostart", "enable"), &Timer::set_autostart);
ClassDB::bind_method(D_METHOD("has_autostart"), &Timer::has_autostart);
ClassDB::bind_method(D_METHOD("start", "time_sec"), &Timer::start, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("stop"), &Timer::stop);
ClassDB::bind_method(D_METHOD("set_paused", "paused"), &Timer::set_paused);
ClassDB::bind_method(D_METHOD("is_paused"), &Timer::is_paused);
ClassDB::bind_method(D_METHOD("is_stopped"), &Timer::is_stopped);
ClassDB::bind_method(D_METHOD("get_time_left"), &Timer::get_time_left);
ClassDB::bind_method(D_METHOD("set_timer_process_mode", "mode"), &Timer::set_timer_process_mode);
ClassDB::bind_method(D_METHOD("get_timer_process_mode"), &Timer::get_timer_process_mode);
ADD_SIGNAL(MethodInfo("timeout"));
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_mode", "get_timer_process_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.001,4096,0.001,or_greater"), "set_wait_time", "get_wait_time");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "is_one_shot");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autostart"), "set_autostart", "has_autostart");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused", PROPERTY_HINT_NONE, "", 0), "set_paused", "is_paused");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left", PROPERTY_HINT_NONE, "", 0), "", "get_time_left");
BIND_ENUM_CONSTANT(TIMER_PROCESS_PHYSICS);
BIND_ENUM_CONSTANT(TIMER_PROCESS_IDLE);
}
Timer::Timer() {
timer_process_mode = TIMER_PROCESS_IDLE;
autostart = false;
wait_time = 1;
one_shot = false;
time_left = -1;
processing = false;
paused = false;
}