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2020-08-04 13:13:01 -04:00

81 lines
1.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TIMEDEVENTMGR_H
#define TIMEDEVENTMGR_H
#ifdef _WIN32
#pragma once
#endif
#include "utlpriorityqueue.h"
//
//
// These classes provide fast timed event callbacks. To use them, make a
// CTimedEventMgr and put CEventRegister objects in your objects that want the
// timed events.
//
//
class CTimedEventMgr;
abstract_class IEventRegisterCallback {
public:
virtual void FireEvent() = 0;
};
class CEventRegister {
friend bool TimedEventMgr_LessFunc(CEventRegister *const &a,
CEventRegister *const &b);
friend class CTimedEventMgr;
public:
CEventRegister();
~CEventRegister();
// Call this before ever calling SetUpdateInterval().
void Init(CTimedEventMgr *pMgr, IEventRegisterCallback *pCallback);
// Use these to start and stop getting updates.
void SetUpdateInterval(float interval);
void StopUpdates();
inline bool IsRegistered() const { return m_bRegistered; }
private:
void Reregister(); // After having an event processed, this is called to
// have it register for the next one.
void Term();
private:
CTimedEventMgr *m_pEventMgr;
float m_flNextEventTime;
float m_flUpdateInterval;
IEventRegisterCallback *m_pCallback;
bool m_bRegistered;
};
class CTimedEventMgr {
friend class CEventRegister;
public:
CTimedEventMgr();
// Call this each frame to fire events.
void FireEvents();
private:
// Things used by CEventRegister.
void RegisterForNextEvent(CEventRegister *pEvent);
void RemoveEvent(CEventRegister *pEvent);
private:
// Events, sorted by the time at which they will fire.
CUtlPriorityQueue<CEventRegister *> m_Events;
};
#endif // TIMEDEVENTMGR_H