sourcemod/core/TimerSys.h
Scott Ehlert 251cced1f8 Spring Cleaning, Part Ichi (1)
Various minor things done to project files
Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way)
Updated regex project file and makefile

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
2008-03-30 07:00:22 +00:00

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/**
* 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 <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: $Id$
*/
#ifndef _INCLUDE_SOURCEMOD_CTIMERSYS_H_
#define _INCLUDE_SOURCEMOD_CTIMERSYS_H_
#include "ShareSys.h"
#include <ITimerSystem.h>
#include <sh_stack.h>
#include <sh_list.h>
#include "sourcemm_api.h"
using namespace SourceHook;
using namespace SourceMod;
typedef List<ITimer *> TimerList;
typedef List<ITimer *>::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);
public:
void RunFrame();
void RemoveMapChangeTimers();
void GameFrame(bool simulating);
IMapTimer *GetMapTimer();
private:
List<ITimer *> m_SingleTimers;
List<ITimer *> m_LoopTimers;
CStack<ITimer *> 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_