sourcemod/plugins/include/timers.inc
Scott Ehlert a1009aed38 Updated license headers on virtually all files with extremely minor changes in the name of some sort of strange consistency.
All plugin and include file headers also have been changed to say about GPL3 instead of GPL2.

(This day shall henceforth be known as the Eighty Column Massacre of '07)

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401336
2007-08-15 06:19:30 +00:00

137 lines
5.2 KiB
SourcePawn

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _timers_included
#endinput
#endif
#define _timers_included
#include <datapack>
#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
#define TIMER_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its value when finished */
/**
* Any of the following prototypes will work for a timed function.
*/
funcenum Timer
{
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param hndl Handle passed when the timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer, Handle:hndl),
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param value Value passed when the timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer, any:value),
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
Action:public(Handle:timer),
};
/**
* Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param value Handle or value to give to the timer function.
* @param flags Flags to set (such as repeatability or auto-Handle closing).
* @return Handle to the timer object. You do not need to call CloseHandle().
*/
native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0);
/**
* Kills a timer. Use this instead of CloseHandle() if you need more options.
*
* @param autoClose If autoClose is true, the timer's value will be
* closed as a handle if TIMER_HNDL_CLOSE was not specified.
* @noreturn
*/
native KillTimer(Handle:timer, bool:autoClose=false);
/**
* Manually triggers a timer so its function will be called.
*
* @param timer Timer Handle to trigger.
* @param reset If reset is true, the elapsed time counter is reset
* so the full interval must pass again.
* @noreturn
*/
native TriggerTimer(Handle:timer, bool:reset=false);
/**
* Returns the simulated game time.
*
* @param simulated Retrieves whether or not the tick count
* is being manually simulated by SourceMod.
* This is the case if no players have joined
* the map yet.
* @return Time based on the game tick count.
*/
native Float:GetTickedTime(&bool:simulated);
/**
* Creates a timer associated with a new data pack, and returns the datapack.
* @note The datapack is automatically freed when the timer ends.
* @note The position of the datapack is not reset or changed for the timer function.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param data The newly created datapack is passed though this by-reference parameter.
* @param flags Timer flags.
* @return Handle to the timer object. You do not need to call CloseHandle().
*/
stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags=0)
{
data = CreateDataPack();
flags |= TIMER_HNDL_CLOSE;
return CreateTimer(interval, func, data, flags);
}