SceneObjectTimerEvent.h 2.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SCENE_OBJECT_TIMER_EVENT_H_
  23. #define _SCENE_OBJECT_TIMER_EVENT_H_
  24. #ifndef _SCENE_OBJECT_H_
  25. #include "2d/sceneobject/SceneObject.h"
  26. #endif
  27. //-----------------------------------------------------------------------------
  28. class SceneObjectTimerEvent : public SimEvent
  29. {
  30. public:
  31. SceneObjectTimerEvent( U32 timerPeriod ) : mTimerPeriod(timerPeriod) {}
  32. virtual ~SceneObjectTimerEvent() {}
  33. virtual void process(SimObject *object)
  34. {
  35. /// Create new Timer Event.
  36. SceneObjectTimerEvent* pEvent = new SceneObjectTimerEvent( mTimerPeriod );
  37. /// Post Event.
  38. (dynamic_cast<SceneObject*>(object))->setPeriodicTimerID( Sim::postEvent( object, pEvent, Sim::getCurrentTime() + mTimerPeriod ) );
  39. // Script callback.
  40. /// This *must* be done here in-case the user turns off the timer which would be the one above!
  41. Con::executef( object, 1, "onTimer" );
  42. }
  43. private:
  44. U32 mTimerPeriod;
  45. };
  46. #endif // _SCENE_OBJECT_TIMER_EVENT_H_