UnrealScript library and basis for all Acedia Framework mods
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/**
* API that provides time-related methods.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia 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, version 3 of the License, or
* (at your option) any later version.
*
* Acedia 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 Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class TimeAPI extends AcediaObject;
/**
* Creates new `Timer`. Does not start it.
*
* @param interval Returned `Timer` will be configured to emit
* `OnElapsed()` signals every `interval` seconds.
* @param autoReset `true` will configure caller `Timer` to repeatedly emit
* `OnElapsed()` every `interval` seconds, `false` (default value) will
* make returned `Timer` emit that signal only once.
* @return `Timer`, configured to emit `OnElapsed()` every `interval` seconds.
* Not started. Guaranteed to be not `none`.
*/
public final function Timer NewTimer(
optional float interval,
optional bool autoReset)
{
return Timer(_.memory.Allocate(class'Timer'))
.SetInterval(interval)
.SetAutoReset(autoReset);
}
/**
* Creates and starts new `Timer`.
*
* @param interval Returned `Timer` will be configured to emit
* `OnElapsed()` signals every `interval` seconds.
* @param autoReset Setting this to `true` will configure caller `Timer` to
* repeatedly emit `OnElapsed()` signal every `interval` seconds, `false`
* (default value) will make returned `Timer` emit that signal only once.
* @return `Timer`, configured to emit `OnElapsed()` every `interval` seconds.
* Guaranteed to be not `none`.
*/
public final function Timer StartTimer(float interval, optional bool autoReset)
{
return Timer(_.memory.Allocate(class'Timer'))
.SetInterval(interval)
.SetAutoReset(autoReset)
.Start();
}
/**
* Creates new `RealTimer`. Does not start it.
*
* @param interval Returned `RealTimer` will be configured to emit
* `OnElapsed()` signals every `interval` seconds.
* @param autoReset `true` will configure caller `RealTimer` to repeatedly
* emit `OnElapsed()` every `interval` seconds, `false` (default value)
* will make returned `RealTimer` emit that signal only once.
* @return `RealTimer`, configured to emit `OnElapsed()` every `interval`
* seconds. Not started. Guaranteed to be not `none`.
*/
public final function RealTimer NewRealTimer(
optional float interval,
optional bool autoReset)
{
local RealTimer newTimer;
newTimer = RealTimer(_.memory.Allocate(class'RealTimer'));
newTimer.SetInterval(interval).SetAutoReset(autoReset);
return newTimer;
}
/**
* Creates and starts new `RealTimer`.
*
* @param interval Returned `RealTimer` will be configured to emit
* `OnElapsed()` signals every `interval` seconds.
* @param autoReset Setting this to `true` will configure caller `RealTimer`
* to repeatedly emit `OnElapsed()` signal every `interval` seconds,
* `false` (default value) will make returned `RealTimer` emit that signal
* only once.
* @return `RealTimer`, configured to emit `OnElapsed()` every `interval`
* seconds. Guaranteed to be not `none`.
*/
public final function RealTimer StartRealTimer(
float interval,
optional bool autoReset)
{
local RealTimer newTimer;
newTimer = RealTimer(_.memory.Allocate(class'RealTimer'));
newTimer.SetInterval(interval)
.SetAutoReset(autoReset)
.Start();
return newTimer;
}
defaultproperties
{
}