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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
88 lines
3.2 KiB
C++
88 lines
3.2 KiB
C++
/*************************************************************************/
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/* timer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TIMER_H
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#define TIMER_H
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#include "scene/main/node.h"
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class Timer : public Node {
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GDCLASS(Timer, Node);
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float wait_time;
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bool one_shot;
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bool autostart;
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bool processing;
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bool paused;
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double time_left;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum TimerProcessMode {
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TIMER_PROCESS_PHYSICS,
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TIMER_PROCESS_IDLE,
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};
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void set_wait_time(float p_time);
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float get_wait_time() const;
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void set_one_shot(bool p_one_shot);
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bool is_one_shot() const;
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void set_autostart(bool p_start);
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bool has_autostart() const;
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void start(float p_time = -1);
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void stop();
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void set_paused(bool p_paused);
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bool is_paused() const;
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bool is_stopped() const;
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float get_time_left() const;
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void set_timer_process_mode(TimerProcessMode p_mode);
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TimerProcessMode get_timer_process_mode() const;
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Timer();
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private:
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TimerProcessMode timer_process_mode;
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void _set_process(bool p_process, bool p_force = false);
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};
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VARIANT_ENUM_CAST(Timer::TimerProcessMode);
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#endif // TIMER_H
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