TestGame/addons/reactivex/scheduler/scenetreetimeoutscheduler.gd

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2024-12-27 21:00:07 +01:00
extends PeriodicScheduler
class_name SceneTreeTimeoutScheduler
## A scheduler that schedules work via a [SceneTreeTimer].
var _process_always : bool
var _process_in_physics : bool
var _ignore_time_scale : bool
func _init(
verify_ = null,
process_always : bool = false,
process_in_physics : bool = false,
ignore_time_scale : bool = false):
if not verify_ == "GDRx":
push_warning("Warning! Must only instance Scheduler from GDRx singleton!")
self._process_always = process_always
self._process_in_physics = process_in_physics
self._ignore_time_scale = ignore_time_scale
## Returns singleton
static func singleton(
process_always : bool = false,
process_in_physics : bool = false,
ignore_time_scale : bool = false) -> SceneTreeTimeoutScheduler:
return GDRx.SceneTreeTimeoutScheduler_[
int(process_always) * 0b1 +
int(process_in_physics) * 0b10 +
int(ignore_time_scale) * 0b100
]
## Schedules an action to be executed.
## [br]
## [b]Args:[/b]
## [br]
## [code]action[/code] Action to be executed.
## [br]
## [code]state[/code] [Optional] state to be given to the action function.
## [br][br]
## [b]Returns:[/b]
## [br]
## The disposable object used to cancel the scheduled action
## (best effort).
func schedule(action : Callable, state = null) -> DisposableBase:
var sad : SingleAssignmentDisposable = SingleAssignmentDisposable.new()
var interval = func():
sad.disposable = self.invoke_action(action, state)
var timer : SceneTreeTimer = GDRx.get_tree().create_timer(
0.0, self._process_always, self._process_in_physics, self._ignore_time_scale)
timer.connect("timeout", func(): interval.call() ; _cancel_timer(timer))
var dispose = func():
_cancel_timer(timer)
return CompositeDisposable.new([sad, Disposable.new(dispose)])
## Schedules an action to be executed after duetime.
## [br]
## [b]Args:[/b]
## [br]
## [code]duetime[/code] Relative time after which to execute the action.
## [br]
## [code]action[/code] Action to be executed.
## [br]
## [code]state[/code] [Optional] state to be given to the action function.
## [br][br]
##
## [b]Returns:[/b]
## [br]
## The disposable object used to cancel the scheduled action
## (best effort).
func schedule_relative(duetime, action : Callable, state = null) -> DisposableBase:
var seconds : float = duetime
if seconds <= 0.0:
return self.schedule(action, state)
var sad : SingleAssignmentDisposable = SingleAssignmentDisposable.new()
var interval = func():
sad.disposable = self.invoke_action(action, state)
var timer = GDRx.get_tree().create_timer(
seconds, self._process_always, self._process_in_physics, self._ignore_time_scale)
timer.connect("timeout", func(): interval.call() ; _cancel_timer(timer))
var dispose = func():
_cancel_timer(timer)
return CompositeDisposable.new([sad, Disposable.new(dispose)])
## Schedules an action to be executed at duetime.
## [br]
## [b]Args:[/b]
## [br]
## [code]duetime[/code] Absolute time at which to execute the action.
## [br]
## [code]action[/code] Action to be executed.
## [br]
## [code]state[/code] [Optional] state to be given to the action function.
## [br][br]
##
## [b]Returns:[/b]
## [br]
## The disposable object used to cancel the scheduled action
## (best effort).
func schedule_absolute(duetime, action : Callable, state = null) -> DisposableBase:
return self.schedule_relative(duetime - self.now(), action, state)
## Utility function to cancel a timer
func _cancel_timer(timer : SceneTreeTimer):
for conn in timer.timeout.get_connections():
timer.timeout.disconnect(conn["callable"])