Commit Graph

15 Commits (ab535c0a8665e6380c5037d7b6f0a507fc91d36a)

Author SHA1 Message Date
Peter Nelson ab535c0a86
Codechange: Add base() method to StrongType to allow access to the base type without casting. (#11445)
This removes the ability to explicitly cast to the base type, but the requirement
to use .base() means the conversion is still explicit.
7 months ago
Peter Nelson b5861fd8f3
Fix: Using MIN_YEAR for a date is probably wrong, Use MIN_DATE instead. (#11444)
Even with strong types ...
7 months ago
Rubidium c6411168d8 Cleanup: missing spaces before continuation * in some comments 7 months ago
Peter Nelson d1a94d75e1
Fix: Incorrect include path for timers. (#11351) 8 months ago
Tyler Trahan 77173a6a10 Codechange: Move date consts and functions to CalendarTime and TimerGameCalendar classes 9 months ago
Patric Stout 07730584d7
Codechange: make explicit when a TileIndex is cast to its basetype (#11190)
This prevents people accidentially assigning a TileIndex to a Date
or any other type they shouldn't.
10 months ago
Patric Stout 299570b2c1
Codechange: make TimerGameCalendar Date and Year types strongly typed (#10761) 10 months ago
Patric Stout 01f55eb734
Codechange: introduce week/quarter triggers for TimerGameCalendar (#11189)
This simplifies code that triggers on these periods.
10 months ago
Rubidium eaae0bb5e7 Codechange: automatic adding of _t to (u)int types, and WChar to char32_t
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
11 months ago
Tyler Trahan 6501f84b4a
Codechange: Move calendar date functions inside TimerGameCalendar (#10753) 1 year ago
Patric Stout f5fad88723
Change: base autosaves intervals on real time (instead of game time) (#10655)
There are two fundamental issues with autosave:
- When fast-forwarding, it saves way too often
- When paused, it never saves

Both makes no sense. Autosaves are meant to prevent you from
accidentally losing your work. The emphasis on "your" work.

To solve both issues, the autosave now works on real time. You
can select every 10 / 30 / 60 / 120 minutes, which are similar to
what the setting was in game-months.

When you pause, autosaving will stop. Unless you make any change
to the game; then it will continue to make autosaves, even so
the game is paused. Unpausing / pausing resets this mechanism.
1 year ago
Tyler Trahan 930f0a16d8 Codechange: Define Date/Year/Month/Day within TimerGameCalendar class 1 year ago
Patric Stout 7aa2b9ab0a
Codechange: move all date-related variables inside the timer (#10706) 1 year ago
Patric Stout 387d5eb74f Codechange: validate the developer didn't schedule two timers on the same trigger/priority 1 year ago
Patric Stout 5e1bcee39b Codechange: introduce a framework for all our timers
IntervalTimer and TimeoutTimer use RAII, and can be used to replace
all the time-based timeouts, lag-detection, "execute every N" we
have.
As it uses RAII, you can safely use it as static variable, class
member, temporary variable, etc. As soon as it goes out-of-scope,
it will be safely removed.
This allows for much easier to read code when it comes to intervals.
1 year ago