sourcemod/plugins/include/timers.inc
David Anderson dd824d2056 added a case where CreateTimer() can return INVALID_HANDLE
fixed two initialization bugs in TimerSys

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401415
2007-09-11 18:16:25 +00:00

138 lines
5.3 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().
* If the timer could not be created, INVALID_HANDLE will be returned.
*/
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);
}