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bd1e54a8b7
similar to animation player (idle/fixed mode), where idle mode = old timer, fixed mode = fixed process implementation: Example of the behaviour with a stream of bullets with timers on different frame rates: https://gfycat.com/HeartyImpressiveIndiancow - A change for more uniform ticks on fixed/idle without this fix: http://i.imgur.com/0TMQ6CG.png with this fix: http://i.imgur.com/3zYx16c.png
81 lines
3.0 KiB
C++
81 lines
3.0 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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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OBJ_TYPE( 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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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_FIXED,
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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();
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void stop();
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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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