7c60222510
This is a simple wrapper for wxTimer::Start(timeout, wxTIMER_ONE_SHOT) but is often more readable and is definitely better than Start(timeout, true) which many people still use in spite of wxTIMER_ONE_SHOT existence. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@74330 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
226 lines
6.2 KiB
Objective-C
226 lines
6.2 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: timer.h
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// Purpose: interface of wxTimer
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// generate notifications periodically until the timer is stopped (default)
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#define wxTIMER_CONTINUOUS false
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// only send the notification once and then stop the timer
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#define wxTIMER_ONE_SHOT true
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wxEventType wxEVT_TIMER;
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/**
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@class wxTimer
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The wxTimer class allows you to execute code at specified intervals.
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Its precision is platform-dependent, but in general will not be better than
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@c 1ms nor worse than @c 1s.
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There are three different ways to use this class:
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- You may derive a new class from wxTimer and override the
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wxTimer::Notify member to perform the required action.
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- You may redirect the notifications to any wxEvtHandler derived object by
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using the non-default constructor or wxTimer::SetOwner.
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Then use the @c EVT_TIMER macro to connect it to the event handler which
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will receive wxTimerEvent notifications.
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- You may use a derived class and the @c EVT_TIMER macro to connect it to
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an event handler defined in the derived class. If the default constructor
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is used, the timer object will be its own owner object, since it is
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derived from wxEvtHandler.
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In any case, you must start the timer with wxTimer::Start() after constructing
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it before it actually starts sending notifications.
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It can be stopped later with wxTimer::Stop().
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@note A timer can only be used from the main thread.
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@library{wxbase}
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@category{misc}
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@see wxStopWatch
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*/
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class wxTimer : public wxEvtHandler
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{
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public:
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/**
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Default constructor.
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If you use it to construct the object and don't call SetOwner() later,
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you must override Notify() method to process the notifications.
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*/
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wxTimer();
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/**
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Creates a timer and associates it with @a owner.
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Please see SetOwner() for the description of parameters.
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*/
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wxTimer(wxEvtHandler* owner, int id = -1);
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/**
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Destructor. Stops the timer if it is running.
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*/
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virtual ~wxTimer();
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/**
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Returns the ID of the events generated by this timer.
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*/
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int GetId() const;
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/**
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Returns the current interval for the timer (in milliseconds).
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*/
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int GetInterval() const;
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/**
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Returns the current @e owner of the timer.
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If non-@NULL this is the event handler which will receive the
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timer events (see wxTimerEvent) when the timer is running.
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*/
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wxEvtHandler* GetOwner() const;
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/**
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Returns @true if the timer is one shot, i.e.\ if it will stop after firing
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the first notification automatically.
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*/
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bool IsOneShot() const;
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/**
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Returns @true if the timer is running, @false if it is stopped.
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*/
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bool IsRunning() const;
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/**
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This member should be overridden by the user if the default constructor was
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used and SetOwner() wasn't called.
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Perform whatever action which is to be taken periodically here.
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Notice that throwing exceptions from this method is currently not
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supported, use event-based timer handling approach if an exception can
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be thrown while handling timer notifications.
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*/
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virtual void Notify();
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/**
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Associates the timer with the given @a owner object.
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When the timer is running, the owner will receive timer events (see wxTimerEvent)
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with @a id equal to @a id specified here.
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*/
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void SetOwner(wxEvtHandler* owner, int id = -1);
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/**
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(Re)starts the timer. If @a milliseconds parameter is -1 (value by default),
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the previous value is used. Returns @false if the timer could not be started,
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@true otherwise (in MS Windows timers are a limited resource).
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If @a oneShot is @false (the default), the Notify() function will be called
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repeatedly until the timer is stopped.
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If @true, it will be called only once and the timer will stop automatically.
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To make your code more readable you may also use the following symbolic constants:
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- wxTIMER_CONTINUOUS: Start a normal, continuously running, timer
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- wxTIMER_ONE_SHOT: Start a one shot timer
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Alternatively, use StartOnce().
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If the timer was already running, it will be stopped by this method before
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restarting it.
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*/
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virtual bool Start(int milliseconds = -1, bool oneShot = wxTIMER_CONTINUOUS);
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/**
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Starts the timer for a once-only notification.
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This is a simple wrapper for Start() with @c wxTIMER_ONE_SHOT parameter.
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@since 2.9.5
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*/
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bool StartOnce(int milliseconds = -1);
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/**
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Stops the timer.
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*/
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virtual void Stop();
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};
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/**
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@class wxTimerRunner
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Starts the timer in its ctor, stops in the dtor.
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*/
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class wxTimerRunner
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{
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public:
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wxTimerRunner(wxTimer& timer);
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wxTimerRunner(wxTimer& timer, int milli, bool oneShot = false);
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void Start(int milli, bool oneShot = false);
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~wxTimerRunner();
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};
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/**
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@class wxTimerEvent
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wxTimerEvent object is passed to the event handler of timer events
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(see wxTimer::SetOwner).
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For example:
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@code
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class MyFrame : public wxFrame
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{
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public:
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...
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void OnTimer(wxTimerEvent& event);
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private:
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wxTimer m_timer;
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wxDECLARE_EVENT_TABLE();
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};
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wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_TIMER(TIMER_ID, MyFrame::OnTimer)
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wxEND_EVENT_TABLE()
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MyFrame::MyFrame()
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: m_timer(this, TIMER_ID)
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{
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m_timer.Start(1000); // 1 second interval
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}
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void MyFrame::OnTimer(wxTimerEvent& event)
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{
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// do whatever you want to do every second here
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}
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@endcode
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@library{wxbase}
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@category{events}
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@see wxTimer
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*/
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class wxTimerEvent : public wxEvent
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{
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public:
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wxTimerEvent();
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wxTimerEvent(wxTimer& timer);
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/**
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Returns the interval of the timer which generated this event.
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*/
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int GetInterval() const;
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/**
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Returns the timer object which generated this event.
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*/
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wxTimer& GetTimer() const;
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};
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