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328 lines
11 KiB
C++
Vendored
328 lines
11 KiB
C++
Vendored
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCSCHEDULER_H__
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#define __CCSCHEDULER_H__
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#include "cocoa/CCObject.h"
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#include "support/data_support/uthash.h"
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NS_CC_BEGIN
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/**
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* @addtogroup global
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* @{
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*/
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// Priority level reserved for system services.
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#define kCCPrioritySystem INT_MIN
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// Minimum priority level for user scheduling.
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#define kCCPriorityNonSystemMin (kCCPrioritySystem+1)
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class CCSet;
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//
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// CCTimer
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//
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/** @brief Light-weight timer */
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//
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class CC_DLL CCTimer : public CCObject
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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* @lua NA
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*/
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CCTimer(void);
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/** get interval in seconds */
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float getInterval(void) const;
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/** set interval in seconds */
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void setInterval(float fInterval);
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/**
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* @lua NA
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*/
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SEL_SCHEDULE getSelector() const;
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/** Initializes a timer with a target and a selector.
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* @lua NA
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*/
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bool initWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector);
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/** Initializes a timer with a target, a selector and an interval in seconds, repeat in number of times to repeat, delay in seconds.
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* @lua NA
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*/
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bool initWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector, float fSeconds, unsigned int nRepeat, float fDelay);
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/** Initializes a timer with a script callback function and an interval in seconds. */
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bool initWithScriptHandler(int nHandler, float fSeconds);
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/** triggers the timer */
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void update(float dt);
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public:
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/** Allocates a timer with a target and a selector.
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* @lua NA
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*/
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static CCTimer* timerWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector);
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/** Allocates a timer with a target, a selector and an interval in seconds.
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* @lua NA
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*/
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static CCTimer* timerWithTarget(CCObject *pTarget, SEL_SCHEDULE pfnSelector, float fSeconds);
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/** Allocates a timer with a script callback function and an interval in seconds. */
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static CCTimer* timerWithScriptHandler(int nHandler, float fSeconds);
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/**
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* @lua NA
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*/
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inline int getScriptHandler() { return m_nScriptHandler; };
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protected:
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CCObject *m_pTarget;
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float m_fElapsed;
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bool m_bRunForever;
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bool m_bUseDelay;
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unsigned int m_uTimesExecuted;
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unsigned int m_uRepeat; //0 = once, 1 is 2 x executed
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float m_fDelay;
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float m_fInterval;
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SEL_SCHEDULE m_pfnSelector;
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int m_nScriptHandler;
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};
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//
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// CCScheduler
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//
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struct _listEntry;
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struct _hashSelectorEntry;
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struct _hashUpdateEntry;
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class CCArray;
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/** @brief Scheduler is responsible for triggering the scheduled callbacks.
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You should not use NSTimer. Instead use this class.
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There are 2 different types of callbacks (selectors):
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- update selector: the 'update' selector will be called every frame. You can customize the priority.
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- custom selector: A custom selector will be called every frame, or with a custom interval of time
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The 'custom selectors' should be avoided when possible. It is faster, and consumes less memory to use the 'update selector'.
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*/
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class CC_DLL CCScheduler : public CCObject
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{
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GEODE_FRIEND_MODIFY
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public:
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CCScheduler();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCScheduler, CCObject)
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/**
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* @js NA
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* @lua NA
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*/
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~CCScheduler(void);
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inline float getTimeScale(void) { return m_fTimeScale; }
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/** Modifies the time of all scheduled callbacks.
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You can use this property to create a 'slow motion' or 'fast forward' effect.
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Default is 1.0. To create a 'slow motion' effect, use values below 1.0.
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To create a 'fast forward' effect, use values higher than 1.0.
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@since v0.8
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@warning It will affect EVERY scheduled selector / action.
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*/
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inline void setTimeScale(float fTimeScale) { m_fTimeScale = fTimeScale; }
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/** 'update' the scheduler.
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* You should NEVER call this method, unless you know what you are doing.
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* @js NA
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* @lua NA
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*/
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void update(float dt);
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/** The scheduled method will be called every 'interval' seconds.
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If paused is YES, then it won't be called until it is resumed.
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If 'interval' is 0, it will be called every frame, but if so, it's recommended to use 'scheduleUpdateForTarget:' instead.
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If the selector is already scheduled, then only the interval parameter will be updated without re-scheduling it again.
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repeat let the action be repeated repeat + 1 times, use kCCRepeatForever to let the action run continuously
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delay is the amount of time the action will wait before it'll start
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@since v0.99.3, repeat and delay added in v1.1
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@js NA
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@lua NA
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*/
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void scheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget, float fInterval, unsigned int repeat, float delay, bool bPaused);
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/** calls scheduleSelector with kCCRepeatForever and a 0 delay
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* @js NA
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* @lua NA
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*/
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void scheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget, float fInterval, bool bPaused);
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/** Schedules the 'update' selector for a given target with a given priority.
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The 'update' selector will be called every frame.
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The lower the priority, the earlier it is called.
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@since v0.99.3
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@lua NA
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*/
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void scheduleUpdateForTarget(CCObject *pTarget, int nPriority, bool bPaused);
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/** Unschedule a selector for a given target.
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If you want to unschedule the "update", use unscheudleUpdateForTarget.
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@since v0.99.3
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@lua NA
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*/
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void unscheduleSelector(SEL_SCHEDULE pfnSelector, CCObject *pTarget);
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/** Unschedules the update selector for a given target
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@since v0.99.3
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@lua NA
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*/
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void unscheduleUpdateForTarget(const CCObject *pTarget);
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/** Unschedules all selectors for a given target.
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This also includes the "update" selector.
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@since v0.99.3
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@js unscheduleCallbackForTarget
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@lua NA
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*/
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void unscheduleAllForTarget(CCObject *pTarget);
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/** Unschedules all selectors from all targets.
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You should NEVER call this method, unless you know what you are doing.
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@since v0.99.3
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@js unscheduleAllCallbacks
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@lua NA
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*/
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void unscheduleAll(void);
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/** Unschedules all selectors from all targets with a minimum priority.
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You should only call this with kCCPriorityNonSystemMin or higher.
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@since v2.0.0
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@js unscheduleAllCallbacksWithMinPriority
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@lua NA
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*/
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void unscheduleAllWithMinPriority(int nMinPriority);
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/** The scheduled script callback will be called every 'interval' seconds.
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If paused is YES, then it won't be called until it is resumed.
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If 'interval' is 0, it will be called every frame.
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return schedule script entry ID, used for unscheduleScriptFunc().
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@js NA
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*/
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unsigned int scheduleScriptFunc(unsigned int nHandler, float fInterval, bool bPaused);
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/** Unschedule a script entry.
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* @js NA
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*/
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void unscheduleScriptEntry(unsigned int uScheduleScriptEntryID);
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/** Pauses the target.
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All scheduled selectors/update for a given target won't be 'ticked' until the target is resumed.
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If the target is not present, nothing happens.
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@since v0.99.3
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@lua NA
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*/
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void pauseTarget(CCObject *pTarget);
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/** Resumes the target.
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The 'target' will be unpaused, so all schedule selectors/update will be 'ticked' again.
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If the target is not present, nothing happens.
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@since v0.99.3
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@lua NA
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*/
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void resumeTarget(CCObject *pTarget);
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/** Returns whether or not the target is paused
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@since v1.0.0
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@lua NA
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*/
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bool isTargetPaused(CCObject *pTarget);
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/** Pause all selectors from all targets.
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You should NEVER call this method, unless you know what you are doing.
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@since v2.0.0
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@lua NA
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*/
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CCSet* pauseAllTargets();
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/** Pause all selectors from all targets with a minimum priority.
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You should only call this with kCCPriorityNonSystemMin or higher.
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@since v2.0.0
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@lua NA
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*/
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CCSet* pauseAllTargetsWithMinPriority(int nMinPriority);
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/** Resume selectors on a set of targets.
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This can be useful for undoing a call to pauseAllSelectors.
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@since v2.0.0
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@lua NA
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*/
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void resumeTargets(CCSet* targetsToResume);
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/**
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* Get the shared scheduler from CCDirector
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* @note Geode addition
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*/
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static GEODE_DLL CCScheduler* get();
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private:
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void removeHashElement(struct _hashSelectorEntry *pElement);
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void removeUpdateFromHash(struct _listEntry *entry);
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// update specific
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void priorityIn(struct _listEntry **ppList, CCObject *pTarget, int nPriority, bool bPaused);
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void appendIn(struct _listEntry **ppList, CCObject *pTarget, bool bPaused);
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protected:
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float m_fTimeScale;
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//
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// "updates with priority" stuff
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//
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struct _listEntry *m_pUpdatesNegList; // list of priority < 0
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struct _listEntry *m_pUpdates0List; // list priority == 0
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struct _listEntry *m_pUpdatesPosList; // list priority > 0
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struct _hashUpdateEntry *m_pHashForUpdates; // hash used to fetch quickly the list entries for pause,delete,etc
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// Used for "selectors with interval"
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struct _hashSelectorEntry *m_pHashForTimers;
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struct _hashSelectorEntry *m_pCurrentTarget;
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bool m_bCurrentTargetSalvaged;
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// If true unschedule will not remove anything from a hash. Elements will only be marked for deletion.
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bool m_bUpdateHashLocked;
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CCArray* m_pScriptHandlerEntries;
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};
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// end of global group
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/// @}
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NS_CC_END
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#endif // __CCSCHEDULER_H__
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