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/*
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* This file is part of OpenTTD.
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* OpenTTD 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 2.
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* OpenTTD 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.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file timer_game_tick.h Definition of the tick-based game-timer */
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#ifndef TIMER_GAME_TICK_H
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#define TIMER_GAME_TICK_H
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#include "../gfx_type.h"
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#include <chrono>
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/**
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* Timer that represents the game-ticks. It will pause when the game is paused.
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*
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* @note Callbacks are executed in the game-thread.
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*/
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class TimerGameTick {
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public:
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enum Priority {
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NONE, ///< These timers can be executed in any order; the order is not relevant.
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/* For all other priorities, the order is important.
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* For safety, you can only setup a single timer on a single priority. */
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COMPETITOR_TIMEOUT,
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};
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struct TPeriod {
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Priority priority;
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uint value;
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TPeriod(Priority priority, uint value) : priority(priority), value(value)
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{}
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bool operator < (const TPeriod &other) const
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{
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/* Sort by priority before value, such that changes in value for priorities other than NONE do not change the container order */
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if (this->priority != other.priority) return this->priority < other.priority;
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return this->value < other.value;
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}
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bool operator == (const TPeriod &other) const
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{
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return this->priority == other.priority && this->value == other.value;
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}
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};
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using TElapsed = uint;
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struct TStorage {
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uint elapsed;
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};
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};
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#endif /* TIMER_GAME_TICK_H */
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