namespace app {
+/// Stores timing information.
+/// For use by app::Timer.
template<class Time>
struct TimerData {
};
+/// Timer handle.
+/// How the various information returned by the const member functions is to be
+/// interpreted highly depends on how the timer was created (by app::Timers).
template<class Time>
class Timer {
}
public:
+ /// Check if the timer was started (and not cleared) yet.
+ bool Started() const {
+ return data;
+ }
+ /// Check if the timer has reached its target time (only sensible for
+ /// countdown timers).
bool Finished() const {
return data && data->target != Time() && !data->repeat && data->time >= data->target;
}
+ /// Check if the timer was started and has not finished yet (in case it's a
+ /// countdown).
bool Running() const {
return data && !Finished();
}
+ /// Get the elapsed time since the timer started.
Time Elapsed() const {
return data ? data->time : Time();
}
+ /// Get the time remaining for countdowns.
Time Remaining() const {
return data ? (data->target - data->time) : Time();
}
+ /// Get the iteration index for interval timers.
int Iteration() const {
return (data && data->target > Time()) ? std::floor(data->time / data->target) : Time();
}
+ /// Check if the timer reached its interval or countdown goal this iteration.
bool JustHit() const {
return data && data->justHit;
}
+ /// Unset the timer (does not stop other handles for a shared timer).
void Clear() {
if (data) {
--data->refCount;
data = 0;
}
}
+ /// Reset the timer, do not stop it if it's running.
void Reset() {
if (data) data->time = Time();
}
+ /// Restart the timer.
+ /// Only works if the timer was started at least once.
void Restart() {
if (data) {
if (data->target > Time() && data->justHit) {
};
+/// Tracker for timers, responsible for creating and updating them.
template<class Time>
class Timers {
Timers() { }
public:
+ /// Move all timers forward by delta.
void Update(Time delta) {
for (typename std::list<TimerData<Time> >::iterator i(data.begin()), end(data.end()); i != end;) {
if (i->target > 0) {
}
}
}
+ /// Start a timer that counts elapsed time until stopped manually.
Timer<Time> StartTimer() {
data.push_back(TimerData<Time>());
return Timer<Time>(&data.back());
}
+ /// Start a countdown that hits (JustHit() returing true) when duration
+ /// elapsed.
Timer<Time> StartCountdown(Time duration) {
data.push_back(TimerData<Time>(duration, false));
return Timer<Time>(&data.back());
}
+ /// Start an interval timer that hits (JustHit() returning true) each time
+ /// duration has passed.
Timer<Time> StartInterval(Time duration) {
data.push_back(TimerData<Time>(duration, true));
return Timer<Time>(&data.back());