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#pragma once
#include <chrono>
#include <functional>
#include <vector>
#include "openvic-simulation/utility/Getters.hpp"
namespace OpenVic {
/* Conditionally advances game depending on speed and pause state. */
class SimulationClock {
public:
using tick_function_t = std::function<void()>;
using update_function_t = std::function<void()>;
using state_changed_function_t = std::function<void()>;
using speed_t = int8_t;
/* Minimum number of miliseconds before the simulation advances
* (in descending duration order, hence increasing speed order). */
static constexpr std::chrono::milliseconds GAME_SPEEDS[] {
std::chrono::milliseconds { 3000 }, std::chrono::milliseconds { 2000 }, std::chrono::milliseconds { 1000 },
std::chrono::milliseconds { 100 }, std::chrono::milliseconds { 1 }
};
static constexpr speed_t MIN_SPEED = 0, MAX_SPEED = std::size(GAME_SPEEDS) - 1;
private:
using time_point_t = std::chrono::time_point<std::chrono::high_resolution_clock>;
/* Advance simulation (triggered while unpaused at interval determined by speed). */
tick_function_t tick_function;
/* Refresh game state (triggered with every call to conditionally_advance_game). */
update_function_t update_function;
/* Callback for when speed or pause state is changed. */
state_changed_function_t state_changed_function;
time_point_t last_tick_time;
speed_t PROPERTY_CUSTOM_NAME(current_speed, get_simulation_speed);
bool PROPERTY_CUSTOM_PREFIX(paused, is);
public:
SimulationClock(
tick_function_t new_tick_function, update_function_t new_update_function,
state_changed_function_t new_state_changed_function
);
void set_paused(bool new_paused);
void toggle_paused();
void set_simulation_speed(speed_t speed);
void increase_simulation_speed();
void decrease_simulation_speed();
bool can_increase_simulation_speed() const;
bool can_decrease_simulation_speed() const;
void conditionally_advance_game();
void reset();
};
}
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