sqwarmed/sdk_src/game/server/timedeventmgr.h

94 lines
1.9 KiB
C++

//========= Copyright © 1996-2005, 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