/** * vim: set ts=4 : * ============================================================================= * SourceMod * Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved. * ============================================================================= * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License, version 3.0, as published by the * Free Software Foundation. * * This program 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 * this program. If not, see . * * As a special exception, AlliedModders LLC gives you permission to link the * code of this program (as well as its derivative works) to "Half-Life 2," the * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software * by the Valve Corporation. You must obey the GNU General Public License in * all respects for all other code used. Additionally, AlliedModders LLC grants * this exception to all derivative works. AlliedModders LLC defines further * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), * or . * * Version: $Id$ */ #ifndef _INCLUDE_SOURCEMOD_CTIMERSYS_H_ #define _INCLUDE_SOURCEMOD_CTIMERSYS_H_ #include #include #include #include "sourcemm_api.h" #include "sm_globals.h" using namespace SourceHook; using namespace SourceMod; typedef List TimerList; typedef List::iterator TimerIter; class SourceMod::ITimer { public: void Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags); ITimedEvent *m_Listener; void *m_pData; float m_Interval; double m_ToExec; int m_Flags; bool m_InExec; bool m_KillMe; }; class TimerSystem : public ITimerSystem, public SMGlobalClass { public: TimerSystem(); ~TimerSystem(); public: //SMGlobalClass void OnSourceModAllInitialized(); void OnSourceModLevelEnd(); void OnSourceModGameInitialized(); void OnSourceModShutdown(); public: //ITimerSystem ITimer *CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags); void KillTimer(ITimer *pTimer); void FireTimerOnce(ITimer *pTimer, bool delayExec=false); void MapTimeLeftChanged(); IMapTimer *SetMapTimer(IMapTimer *pTimer); float GetTickedTime(); void NotifyOfGameStart(float offset /* = 0.0f */); bool GetMapTimeLeft(float *pTime); IMapTimer *GetMapTimer(); public: void RunFrame(); void RemoveMapChangeTimers(); void GameFrame(bool simulating); private: List m_SingleTimers; List m_LoopTimers; CStack m_FreeTimers; IMapTimer *m_pMapTimer; /* This is stuff for our manual ticking escapades. */ bool m_bHasMapTickedYet; /** Has the map ticked yet? */ bool m_bHasMapSimulatedYet; /** Has the map simulated yet? */ float m_fLastTickedTime; /** Last time that the game currently gave us while ticking. */ IForward *m_pOnGameFrame; IForward *m_pOnMapTimeLeftChanged; }; time_t GetAdjustedTime(time_t *buf = NULL); extern const double *g_pUniversalTime; extern TimerSystem g_Timers; extern int g_TimeLeftMode; #endif //_INCLUDE_SOURCEMOD_CTIMERSYS_H_