WoWInterface SVN Aloft

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  • This comparison shows the changes necessary to convert path
    /trunk/Aloft/Libs/AceTimer-3.0
    from Rev 2497 to Rev 2589
    Reverse comparison

Rev 2497 → Rev 2589

AceTimer-3.0.lua
2,8 → 2,8
-- 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.
15,79 → 15,63
-- 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.
160,15 → 144,14
-- @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')
186,15 → 169,18
-- @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)
204,44 → 190,60
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