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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef TITANIC_TIMER_H
#define TITANIC_TIMER_H
#include "common/algorithm.h"
#include "titanic/core/list.h"
namespace Titanic {
class CTreeItem;
class CProjectItem;
class CTimeEventInfo : public ListItem {
private:
/**
* Increments the counter
*/
void lock() { ++_lockCounter; }
/**
* Called at the end of both post load and post save actions
*/
void unlock() {
_lockCounter = MAX(_lockCounter - 1, 0);
}
public:
static uint _nextId;
public:
int _lockCounter;
uint _id;
bool _repeated;
uint _firstDuration;
uint _repeatDuration;
CTreeItem *_target;
uint _actionVal;
CString _action;
uint _timerCtr;
uint _lastTimerTicks;
uint _relativeTicks;
bool _done;
bool _persisent;
CString _targetName;
public:
CLASSDEF;
CTimeEventInfo();
CTimeEventInfo(uint ticks, bool repeated, uint firstDuration, uint repeatDuration,
CTreeItem *target, int endVal, const CString &action);
/**
* Save the data for the class to file
*/
virtual void save(SimpleFile *file, int indent);
/**
* Load the data for the class from file
*/
virtual void load(SimpleFile *file);
/**
* Called after loading a game has finished
*/
void postLoad(uint ticks, CProjectItem *project);
/**
* Called when a game is about to be saved
*/
void preSave(uint ticks);
/**
* Called when a game has finished being saved
*/
void postSave();
bool update(uint ticks);
/**
* Flags whether the timer will be persisent across save & loads
*/
void setPersisent(bool val) { _persisent = val; }
};
class CTimeEventInfoList : public List<CTimeEventInfo> {
public:
/**
* Called after loading a game has finished
*/
void postLoad(uint ticks, CProjectItem *project);
/**
* Called when a game is about to be saved
*/
void preSave(uint ticks);
/**
* Called when a game has finished being saved
*/
void postSave();
/**
* Handles an update
*/
void update(uint ticks);
/**
* Remove an item with the given Id
*/
void stop(uint id);
/**
* Sets whether a timer with a given Id will be persisent across saves
*/
void setPersisent(uint id, bool flag);
};
} // End of namespace Titanic
#endif /* TITANIC_TIMER_H */
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