/trunk/Aloft/Libs/AceTimer-3.0
-- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient |
-- data structure that allows easy dispatching and fast rescheduling. Timers can be registered |
-- or canceled at any time, even from within a running timer, without conflict or large overhead.\\ |
-- AceTimer is currently limited to firing timers at a frequency of 0.01s. This constant may change |
-- in the future, but for now it's required as animations with lower frequencies are buggy. |
-- AceTimer is currently limited to firing timers at a frequency of 0.01s as this is what the WoW timer API |
-- restricts us to. |
-- |
-- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you |
-- need to cancel the timer you just registered. |
-- make into AceTimer. |
-- @class file |
-- @name AceTimer-3.0 |
-- @release $Id: AceTimer-3.0.lua 1079 2013-02-17 19:56:06Z funkydude $ |
-- @release $Id: AceTimer-3.0.lua 1119 2014-10-14 17:23:29Z nevcairiel $ |
local MAJOR, MINOR = "AceTimer-3.0", 16 -- Bump minor on changes |
local MAJOR, MINOR = "AceTimer-3.0", 17 -- Bump minor on changes |
local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR) |
if not AceTimer then return end -- No upgrade needed |
AceTimer.activeTimers = AceTimer.activeTimers or {} -- Active timer list |
local activeTimers = AceTimer.activeTimers -- Upvalue our private data |
AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame") -- Animation parent |
AceTimer.inactiveTimers = AceTimer.inactiveTimers or {} -- Timer recycling storage |
AceTimer.activeTimers = AceTimer.activeTimers or {} -- Active timer list |
-- Lua APIs |
local type, unpack, next, error, pairs, tostring, select = type, unpack, next, error, pairs, tostring, select |
local type, unpack, next, error, select = type, unpack, next, error, select |
-- WoW APIs |
local GetTime, C_TimerAfter = GetTime, C_Timer.After |
-- Upvalue our private data |
local inactiveTimers = AceTimer.inactiveTimers |
local activeTimers = AceTimer.activeTimers |
local function OnFinished(self) |
local id = self.id |
if type(self.func) == "string" then |
-- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil |
-- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue. |
self.object[self.func](self.object, unpack(self.args, 1, self.argsCount)) |
else |
self.func(unpack(self.args, 1, self.argsCount)) |
end |
-- If the id is different it means that the timer was already cancelled |
-- and has been used to create a new timer during the OnFinished callback. |
if not self.looping and id == self.id then |
activeTimers[self.id] = nil |
self.args = nil |
inactiveTimers[self] = true |
end |
end |
local function new(self, loop, func, delay, ...) |
local timer = next(inactiveTimers) |
if timer then |
inactiveTimers[timer] = nil |
else |
local anim = AceTimer.frame:CreateAnimationGroup() |
timer = anim:CreateAnimation() |
timer:SetScript("OnFinished", OnFinished) |
end |
-- Very low delays cause the animations to fail randomly. |
-- A limited resolution of 0.01 seems reasonable. |
if delay < 0.01 then |
delay = 0.01 |
delay = 0.01 -- Restrict to the lowest time that the C_Timer API allows us |
end |
local timer = {...} |
timer.object = self |
timer.func = func |
timer.looping = loop |
timer.args = {...} |
timer.argsCount = select("#", ...) |
timer.delay = delay |
timer.ends = GetTime() + delay |
local anim = timer:GetParent() |
if loop then |
anim:SetLooping("REPEAT") |
else |
anim:SetLooping("NONE") |
activeTimers[timer] = timer |
-- Create new timer closure to wrap the "timer" object |
timer.callback = function() |
if not timer.cancelled then |
if type(timer.func) == "string" then |
-- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil |
-- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue. |
timer.object[timer.func](timer.object, unpack(timer, 1, timer.argsCount)) |
else |
timer.func(unpack(timer, 1, timer.argsCount)) |
end |
if timer.looping and not timer.cancelled then |
-- Compensate delay to get a perfect average delay, even if individual times don't match up perfectly |
-- due to fps differences |
local time = GetTime() |
local delay = timer.delay - (time - timer.ends) |
-- Ensure the delay doesn't go below the threshold |
if delay < 0.01 then delay = 0.01 end |
C_TimerAfter(delay, timer.callback) |
timer.ends = time + delay |
else |
activeTimers[timer.handle or timer] = nil |
end |
end |
end |
timer:SetDuration(delay) |
local id = tostring(timer.args) |
timer.id = id |
activeTimers[id] = timer |
anim:Play() |
return id |
C_TimerAfter(delay, timer.callback) |
return timer |
end |
--- Schedule a new one-shot timer. |
-- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer` |
function AceTimer:CancelTimer(id) |
local timer = activeTimers[id] |
if not timer then return false end |
local anim = timer:GetParent() |
anim:Stop() |
activeTimers[id] = nil |
timer.args = nil |
inactiveTimers[timer] = true |
return true |
if not timer then |
return false |
else |
timer.cancelled = true |
activeTimers[id] = nil |
return true |
end |
end |
--- Cancels all timers registered to the current addon object ('self') |
-- @return The time left on the timer. |
function AceTimer:TimeLeft(id) |
local timer = activeTimers[id] |
if not timer then return 0 end |
return timer:GetDuration() - timer:GetElapsed() |
if not timer then |
return 0 |
else |
return timer.ends - GetTime() |
end |
end |
-- --------------------------------------------------------------------- |
-- Upgrading |
-- Upgrade from old hash-bucket based timers to animation timers |
-- Upgrade from old hash-bucket based timers to C_Timer.After timers. |
if oldminor and oldminor < 10 then |
-- disable old timer logic |
AceTimer.frame:SetScript("OnUpdate", nil) |
for object,timers in pairs(AceTimer.selfs) do |
for handle,timer in pairs(timers) do |
if type(timer) == "table" and timer.callback then |
local id |
local newTimer |
if timer.delay then |
id = AceTimer.ScheduleRepeatingTimer(timer.object, timer.callback, timer.delay, timer.arg) |
newTimer = AceTimer.ScheduleRepeatingTimer(timer.object, timer.callback, timer.delay, timer.arg) |
else |
id = AceTimer.ScheduleTimer(timer.object, timer.callback, timer.when - GetTime(), timer.arg) |
newTimer = AceTimer.ScheduleTimer(timer.object, timer.callback, timer.when - GetTime(), timer.arg) |
end |
-- change id to the old handle |
local t = activeTimers[id] |
activeTimers[id] = nil |
activeTimers[handle] = t |
t.id = handle |
-- Use the old handle for old timers |
activeTimers[newTimer] = nil |
activeTimers[handle] = newTimer |
newTimer.handle = handle |
end |
end |
end |
AceTimer.selfs = nil |
AceTimer.hash = nil |
AceTimer.debug = nil |
elseif oldminor and oldminor < 13 then |
for handle, id in pairs(AceTimer.hashCompatTable) do |
local t = activeTimers[id] |
if t then |
activeTimers[id] = nil |
activeTimers[handle] = t |
t.id = handle |
elseif oldminor and oldminor < 17 then |
-- Upgrade from old animation based timers to C_Timer.After timers. |
AceTimer.inactiveTimers = nil |
AceTimer.frame = nil |
local oldTimers = AceTimer.activeTimers |
-- Clear old timer table and update upvalue |
AceTimer.activeTimers = {} |
activeTimers = AceTimer.activeTimers |
for handle, timer in pairs(oldTimers) do |
local newTimer |
-- Stop the old timer animation |
local duration, elapsed = timer:GetDuration(), timer:GetElapsed() |
timer:GetParent():Stop() |
if timer.looping then |
newTimer = AceTimer.ScheduleRepeatingTimer(timer.object, timer.func, duration, unpack(timer.args, 1, timer.argsCount)) |
else |
newTimer = AceTimer.ScheduleTimer(timer.object, timer.func, duration - elapsed, unpack(timer.args, 1, timer.argsCount)) |
end |
-- Use the old handle for old timers |
activeTimers[newTimer] = nil |
activeTimers[handle] = newTimer |
newTimer.handle = handle |
end |
AceTimer.hashCompatTable = nil |
end |
-- upgrade existing timers to the latest OnFinished |
for timer in pairs(inactiveTimers) do |
timer:SetScript("OnFinished", OnFinished) |
-- Migrate transitional handles |
if oldminor < 13 and AceTimer.hashCompatTable then |
for handle, id in pairs(AceTimer.hashCompatTable) do |
local t = activeTimers[id] |
if t then |
activeTimers[id] = nil |
activeTimers[handle] = t |
t.handle = handle |
end |
end |
AceTimer.hashCompatTable = nil |
end |
end |
for _,timer in pairs(activeTimers) do |
timer:SetScript("OnFinished", OnFinished) |
end |
-- --------------------------------------------------------------------- |
-- Embed handling |