Merge branch 'master' into jgrpp
# Conflicts: # src/animated_tile.cpp # src/cargopacket.h # src/cheat_gui.cpp # src/company_cmd.cpp # src/company_gui.cpp # src/date.cpp # src/disaster_vehicle.cpp # src/dock_gui.cpp # src/economy.cpp # src/engine.cpp # src/error_gui.cpp # src/fontcache/spritefontcache.cpp # src/game/game_gui.cpp # src/game/game_text.cpp # src/gfx.cpp # src/graph_gui.cpp # src/highscore_gui.cpp # src/industry_cmd.cpp # src/lang/dutch.txt # src/lang/english_AU.txt # src/lang/english_US.txt # src/lang/finnish.txt # src/lang/french.txt # src/lang/italian.txt # src/lang/portuguese.txt # src/lang/russian.txt # src/lang/turkish.txt # src/lang/vietnamese.txt # src/main_gui.cpp # src/misc_gui.cpp # src/network/network_gui.cpp # src/network/network_server.cpp # src/newgrf.cpp # src/newgrf.h # src/newgrf_generic.cpp # src/news_gui.cpp # src/openttd.cpp # src/os/unix/unix.cpp # src/os/windows/font_win32.cpp # src/os/windows/win32.cpp # src/rail_gui.cpp # src/road_gui.cpp # src/saveload/afterload.cpp # src/saveload/misc_sl.cpp # src/saveload/oldloader_sl.cpp # src/saveload/saveload.cpp # src/saveload/saveload.h # src/script/script_gui.cpp # src/settings_table.cpp # src/signs_gui.cpp # src/smallmap_gui.cpp # src/smallmap_gui.h # src/spritecache.cpp # src/spritecache.h # src/spriteloader/grf.cpp # src/station_cmd.cpp # src/statusbar_gui.cpp # src/stdafx.h # src/strgen/strgen_base.cpp # src/subsidy.cpp # src/table/settings/difficulty_settings.ini # src/texteff.cpp # src/timetable_cmd.cpp # src/timetable_gui.cpp # src/toolbar_gui.cpp # src/town_cmd.cpp # src/town_gui.cpp # src/townname.cpp # src/vehicle.cpp # src/waypoint_cmd.cpp # src/widgets/dropdown.cpp # src/window.cpp
This commit is contained in:
6
src/timer/CMakeLists.txt
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6
src/timer/CMakeLists.txt
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add_files(
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timer_game_tick.cpp
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timer_game_tick.h
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timer_manager.h
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timer.h
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)
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186
src/timer/timer.h
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186
src/timer/timer.h
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file timer.h Definition of Interval and OneShot timers */
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#ifndef TIMER_H
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#define TIMER_H
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#include "timer_manager.h"
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/**
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* The base where every other type of timer is derived from.
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*
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* Never use this class directly yourself.
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*/
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template <typename TTimerType>
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class BaseTimer {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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using TStorage = typename TTimerType::TStorage;
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/**
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* Create a new timer.
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*
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* @param period The period of the timer.
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*/
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NODISCARD BaseTimer(const TPeriod period) :
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period(period)
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{
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TimerManager<TTimerType>::RegisterTimer(*this);
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}
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/**
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* Delete the timer.
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*/
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virtual ~BaseTimer()
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{
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TimerManager<TTimerType>::UnregisterTimer(*this);
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}
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/* Although these variables are public, they are only public to make saveload easier; not for common use. */
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TPeriod period; ///< The period of the timer.
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TStorage storage = {}; ///< The storage of the timer.
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protected:
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/**
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* Called by the timer manager to notify the timer that the given amount of time has elapsed.
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*
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* @param delta Depending on the time type, this is either in milliseconds or in ticks.
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*/
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virtual void Elapsed(TElapsed delta) = 0;
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/* To ensure only TimerManager can access Elapsed. */
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friend class TimerManager<TTimerType>;
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};
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/**
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* An interval timer will fire every interval, and will continue to fire until it is deleted.
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*
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* The callback receives how many times the timer has fired since the last time it fired.
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* It will always try to fire every interval, but in times of severe stress it might be late.
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*
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* Each Timer-type needs to implement the Elapsed() method, and call the callback if needed.
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*
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* Setting the period to zero disables the interval. It can be reenabled at any time by
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* calling SetInterval() with a non-zero period.
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*/
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template <typename TTimerType>
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class IntervalTimer : public BaseTimer<TTimerType> {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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/**
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* Create a new interval timer.
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*
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* @param interval The interval between each callback.
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* @param callback The callback to call when the interval has passed.
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*/
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NODISCARD IntervalTimer(const TPeriod interval, std::function<void(uint)> callback) :
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BaseTimer<TTimerType>(interval),
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callback(callback)
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{
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}
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/**
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* Set a new interval for the timer.
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*
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* @param interval The interval between each callback.
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* @param reset Whether to reset the timer to zero.
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*/
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void SetInterval(const TPeriod interval, bool reset = true)
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{
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this->period = interval;
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if (reset) this->storage = {};
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}
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private:
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std::function<void(uint)> callback;
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void Elapsed(TElapsed count) override;
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};
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/**
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* A timeout timer will fire once after the interval. You can reset it to fire again.
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* The timer will never fire before the interval has passed, but in times of severe stress it might be late.
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*/
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template <typename TTimerType>
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class TimeoutTimer : public BaseTimer<TTimerType> {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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/**
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* Create a new timeout timer.
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*
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* By default the timeout starts aborted; you will have to call Reset() before it starts.
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*
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* @param timeout The timeout after which the timer will fire.
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* @param callback The callback to call when the timeout has passed.
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* @param start Whether to start the timer immediately. If false, you can call Reset() to start it.
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*/
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NODISCARD TimeoutTimer(const TPeriod timeout, std::function<void()> callback, bool start = false) :
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BaseTimer<TTimerType>(timeout),
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fired(!start),
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callback(callback)
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{
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}
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/**
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* Reset the timer, so it will fire again after the timeout.
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*/
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void Reset()
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{
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this->fired = false;
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this->storage = {};
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}
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/**
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* Reset the timer, so it will fire again after the timeout.
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*
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* @param timeout Set a new timeout for the next trigger.
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*/
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void Reset(const TPeriod timeout)
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{
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this->period = timeout;
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this->fired = false;
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this->storage = {};
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}
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/**
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* Abort the timer so it doesn't fire if it hasn't yet.
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*/
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void Abort()
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{
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this->fired = true;
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}
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/**
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* Check whether the timeout occurred.
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*
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* @return True iff the timeout occurred.
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*/
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bool HasFired() const
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{
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return this->fired;
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}
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/* Although these variables are public, they are only public to make saveload easier; not for common use. */
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bool fired; ///< Whether the timeout has occurred.
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private:
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std::function<void()> callback;
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void Elapsed(TElapsed count) override;
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};
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#endif /* TIMER_H */
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64
src/timer/timer_game_tick.cpp
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64
src/timer/timer_game_tick.cpp
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@@ -0,0 +1,64 @@
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/**
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* @file timer_game_tick.cpp
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* This file implements the timer logic for the tick-based game-timer.
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*/
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#include "stdafx.h"
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#include "timer.h"
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#include "timer_game_tick.h"
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#include "safeguards.h"
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template<>
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void IntervalTimer<TimerGameTick>::Elapsed(TimerGameTick::TElapsed delta)
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{
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if (this->period == 0) return;
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this->storage.elapsed += delta;
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uint count = 0;
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while (this->storage.elapsed >= this->period) {
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this->storage.elapsed -= this->period;
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count++;
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}
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if (count > 0) {
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this->callback(count);
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}
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}
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template<>
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void TimeoutTimer<TimerGameTick>::Elapsed(TimerGameTick::TElapsed delta)
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{
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if (this->fired) return;
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if (this->period == 0) return;
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this->storage.elapsed += delta;
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if (this->storage.elapsed >= this->period) {
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this->callback();
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this->fired = true;
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}
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}
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template<>
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void TimerManager<TimerGameTick>::Elapsed(TimerGameTick::TElapsed delta)
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{
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for (auto timer : TimerManager<TimerGameTick>::GetTimers()) {
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timer->Elapsed(delta);
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}
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}
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#ifdef WITH_ASSERT
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template<>
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void TimerManager<TimerGameTick>::Validate(TimerGameTick::TPeriod period)
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{
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}
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#endif /* WITH_ASSERT */
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34
src/timer/timer_game_tick.h
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34
src/timer/timer_game_tick.h
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@@ -0,0 +1,34 @@
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file timer_game_tick.h Definition of the tick-based game-timer */
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#ifndef TIMER_GAME_TICK_H
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#define TIMER_GAME_TICK_H
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#include "gfx_type.h"
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#include <chrono>
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/** Estimation of how many ticks fit in a single second. */
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static const uint TICKS_PER_SECOND = 1000 / 27 /*MILLISECONDS_PER_TICK*/;
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/**
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* Timer that represents the game-ticks. It will pause when the game is paused.
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*
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* @note Callbacks are executed in the game-thread.
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*/
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class TimerGameTick {
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public:
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using TPeriod = uint;
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using TElapsed = uint;
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struct TStorage {
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uint elapsed;
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};
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};
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#endif /* TIMER_GAME_TICK_H */
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104
src/timer/timer_manager.h
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104
src/timer/timer_manager.h
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@@ -0,0 +1,104 @@
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file timer_manager.h Definition of the TimerManager */
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/** @note don't include this file; include "timer.h". */
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#ifndef TIMER_MANAGER_H
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#define TIMER_MANAGER_H
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#include "stdafx.h"
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#include <set>
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template <typename TTimerType>
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class BaseTimer;
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/**
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* The TimerManager manages a single Timer-type.
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*
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* It allows for automatic registration and unregistration of timers like Interval and OneShot.
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*
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* Each Timer-type needs to implement the Elapsed() method, and distribute that to the timers if needed.
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*/
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template <typename TTimerType>
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class TimerManager {
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public:
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using TPeriod = typename TTimerType::TPeriod;
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using TElapsed = typename TTimerType::TElapsed;
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/* Avoid copying this object; it is a singleton object. */
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TimerManager(TimerManager const &) = delete;
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TimerManager &operator=(TimerManager const &) = delete;
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/**
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* Register a timer.
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*
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* @param timer The timer to register.
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*/
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static void RegisterTimer(BaseTimer<TTimerType> &timer) {
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#ifdef WITH_ASSERT
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Validate(timer.period);
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#endif /* WITH_ASSERT */
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GetTimers().insert(&timer);
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}
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/**
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* Unregister a timer.
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*
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* @param timer The timer to unregister.
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*/
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static void UnregisterTimer(BaseTimer<TTimerType> &timer) {
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GetTimers().erase(&timer);
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}
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#ifdef WITH_ASSERT
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/**
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* Validate that a new period is actually valid.
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*
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* For most timers this is not an issue, but some want to make sure their
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* period is unique, to ensure deterministic game-play.
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*
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* This is meant purely to protect a developer from making a mistake.
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* As such, assert() when validation fails.
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*
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* @param period The period to validate.
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*/
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static void Validate(TPeriod period);
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#endif /* WITH_ASSERT */
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/**
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* Called when time for this timer elapsed.
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*
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* The implementation per type is different, but they all share a similar goal:
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* Call the Elapsed() method of all active timers.
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*
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* @param value The amount of time that has elapsed.
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*/
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static void Elapsed(TElapsed value);
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private:
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/**
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* Sorter for timers.
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*
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* It will sort based on the period, smaller first. If the period is the
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* same, it will sort based on the pointer value.
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*/
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struct base_timer_sorter {
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bool operator() (BaseTimer<TTimerType> *a, BaseTimer<TTimerType> *b) const {
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if (a->period == b->period) return a < b;
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return a->period < b->period;
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}
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};
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/** Singleton list, to store all the active timers. */
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static std::set<BaseTimer<TTimerType> *, base_timer_sorter> &GetTimers() {
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static std::set<BaseTimer<TTimerType> *, base_timer_sorter> timers;
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return timers;
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}
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};
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#endif /* TIMER_MANAGER_H */
|
Reference in New Issue
Block a user