forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			193 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
		
		
			
		
	
	
			193 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
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								/*
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								 * Copyright (C)2005-2019 Haxe Foundation
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								 *
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								 * Permission is hereby granted, free of charge, to any person obtaining a
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								 * copy of this software and associated documentation files (the "Software"),
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								 * to deal in the Software without restriction, including without limitation
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								 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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								 * and/or sell copies of the Software, and to permit persons to whom the
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								 * Software is furnished to do so, subject to the following conditions:
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								 *
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								 * The above copyright notice and this permission notice shall be included in
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								 * all copies or substantial portions of the Software.
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								 *
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								 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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								 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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								 * DEALINGS IN THE SOFTWARE.
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								 */
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								package haxe;
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								#if (target.threaded && !cppia)
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								import sys.thread.Thread;
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								import sys.thread.EventLoop;
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								#end
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								/**
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									The `Timer` class allows you to create asynchronous timers on platforms that
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									support events.
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									The intended usage is to create an instance of the `Timer` class with a given
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									interval, set its `run()` method to a custom function to be invoked and
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									eventually call `stop()` to stop the `Timer`.
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									Note that a running `Timer` may or may not prevent the program to exit
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									automatically when `main()` returns.
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									It is also possible to extend this class and override its `run()` method in
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									the child class.
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								**/
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								class Timer {
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									#if (flash || js)
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									private var id:Null<Int>;
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									#elseif (target.threaded && !cppia)
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									var thread:Thread;
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									var eventHandler:EventHandler;
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									#else
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									private var event:MainLoop.MainEvent;
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									#end
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									/**
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										Creates a new timer that will run every `time_ms` milliseconds.
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										After creating the Timer instance, it calls `this.run` repeatedly,
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										with delays of `time_ms` milliseconds, until `this.stop` is called.
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										The first invocation occurs after `time_ms` milliseconds, not
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										immediately.
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										The accuracy of this may be platform-dependent.
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									**/
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									public function new(time_ms:Int) {
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										#if flash
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										var me = this;
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										id = untyped __global__["flash.utils.setInterval"](function() {
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											me.run();
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										}, time_ms);
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										#elseif js
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										var me = this;
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										id = untyped setInterval(function() me.run(), time_ms);
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										#elseif (target.threaded && !cppia)
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										thread = Thread.current();
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										eventHandler = thread.events.repeat(() -> this.run(), time_ms);
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										#else
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										var dt = time_ms / 1000;
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										event = MainLoop.add(function() {
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											@:privateAccess event.nextRun += dt;
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											run();
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										});
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										event.delay(dt);
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										#end
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									}
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									/**
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										Stops `this` Timer.
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										After calling this method, no additional invocations of `this.run`
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										will occur.
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										It is not possible to restart `this` Timer once stopped.
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									**/
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									public function stop() {
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										#if (flash || js)
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										if (id == null)
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											return;
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										#if flash
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										untyped __global__["flash.utils.clearInterval"](id);
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										#elseif js
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										untyped clearInterval(id);
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										#end
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										id = null;
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										#elseif (target.threaded && !cppia)
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										thread.events.cancel(eventHandler);
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										#else
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										if (event != null) {
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											event.stop();
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											event = null;
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										}
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										#end
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									}
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									/**
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										This method is invoked repeatedly on `this` Timer.
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										It can be overridden in a subclass, or rebound directly to a custom
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										function:
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										```haxe
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										var timer = new haxe.Timer(1000); // 1000ms delay
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										timer.run = function() { ... }
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										```
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										Once bound, it can still be rebound to different functions until `this`
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										Timer is stopped through a call to `this.stop`.
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									**/
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									public dynamic function run() {}
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									/**
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										Invokes `f` after `time_ms` milliseconds.
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										This is a convenience function for creating a new Timer instance with
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										`time_ms` as argument, binding its `run()` method to `f` and then stopping
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										`this` Timer upon the first invocation.
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										If `f` is `null`, the result is unspecified.
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									**/
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									public static function delay(f:Void->Void, time_ms:Int) {
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										var t = new haxe.Timer(time_ms);
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										t.run = function() {
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											t.stop();
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											f();
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										};
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										return t;
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									}
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									/**
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										Measures the time it takes to execute `f`, in seconds with fractions.
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										This is a convenience function for calculating the difference between
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										`Timer.stamp()` before and after the invocation of `f`.
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										The difference is passed as argument to `Log.trace()`, with `"s"` appended
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										to denote the unit. The optional `pos` argument is passed through.
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										If `f` is `null`, the result is unspecified.
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									**/
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									public static function measure<T>(f:Void->T, ?pos:PosInfos):T {
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										var t0 = stamp();
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										var r = f();
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										Log.trace((stamp() - t0) + "s", pos);
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										return r;
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									}
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									/**
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										Returns a timestamp, in seconds with fractions.
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										The value itself might differ depending on platforms, only differences
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										between two values make sense.
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									**/
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									public static inline function stamp():Float {
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										#if flash
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										return flash.Lib.getTimer() / 1000;
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										#elseif js
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										#if nodejs
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										var hrtime = js.Syntax.code('process.hrtime()'); // [seconds, remaining nanoseconds]
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										return hrtime[0] + hrtime[1] / 1e9;
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										#else
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										return @:privateAccess HxOverrides.now() / 1000;
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										#end
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										#elseif cpp
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										return untyped __global__.__time_stamp();
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										#elseif python
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										return Sys.cpuTime();
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										#elseif sys
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										return Sys.time();
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										#else
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										return 0;
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										#end
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									}
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								}
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