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# pragma once
# include <unordered_set>
# include <string>
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# include <ColorText.h>
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namespace DFHack {
////////////
// Locking mechanisms for control over pausing
namespace Pausing
{
class Lock
{
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bool locked = false ;
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public :
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const std : : string name ;
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explicit Lock ( const char * name ) : name ( name ) { }
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virtual ~ Lock ( ) = default ;
virtual bool isAnyLocked ( ) const = 0 ;
virtual bool isOnlyLocked ( ) const = 0 ;
bool isLocked ( ) const { return locked ; }
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virtual void lock ( ) { locked = true ; } //simply locks the lock
void unlock ( ) { locked = false ; }
virtual void reportLocks ( color_ostream & out ) = 0 ;
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} ;
// non-blocking lock resource used in conjunction with the announcement functions in World
class AnnouncementLock : public Lock
{
static std : : unordered_set < Lock * > locks ;
public :
explicit AnnouncementLock ( const char * name ) : Lock ( name ) { locks . emplace ( this ) ; }
~ AnnouncementLock ( ) override { locks . erase ( this ) ; }
bool captureState ( ) ; // captures the state of announcement settings, iff this is the only locked lock (note it does nothing if 0 locks are engaged)
void lock ( ) override ; // locks and attempts to capture state
bool isAnyLocked ( ) const override ; // returns true if any instance of AnnouncementLock is locked
bool isOnlyLocked ( ) const override ; // returns true if locked and no other instance is locked
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void reportLocks ( color_ostream & out ) override ;
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} ;
// non-blocking lock resource used in conjunction with the Player pause functions in World
class PlayerLock : public Lock
{
static std : : unordered_set < Lock * > locks ;
public :
explicit PlayerLock ( const char * name ) : Lock ( name ) { locks . emplace ( this ) ; }
~ PlayerLock ( ) override { locks . erase ( this ) ; }
bool isAnyLocked ( ) const override ; // returns true if any instance of PlayerLock is locked
bool isOnlyLocked ( ) const override ; // returns true if locked and no other instance is locked
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void reportLocks ( color_ostream & out ) override ;
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} ;
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// non-blocking lock resource used in conjunction with the pause set state function in World
// todo: integrate with World::SetPauseState
// class PauseStateLock : public Lock
// {
// static std::unordered_set<Lock*> locks;
// public:
// explicit PauseStateLock(const char* name): Lock(name) { locks.emplace(this); }
// ~PauseStateLock() override { locks.erase(this); }
// bool isAnyLocked() const override; // returns true if any instance of PlayerLock is locked
// bool isOnlyLocked() const override; // returns true if locked and no other instance is locked
// void reportLocks(color_ostream &out) override;
// };
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}
namespace World {
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bool DisableAnnouncementPausing ( ) ; // disable announcement pausing if all locks are open
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bool SaveAnnouncementSettings ( ) ; // save current announcement pause settings if all locks are open
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bool RestoreAnnouncementSettings ( ) ; // restore saved announcement pause settings if all locks are open and there is state information to restore (returns true if a restore took place)
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bool EnablePlayerPausing ( ) ; // enable player pausing if all locks are open
bool DisablePlayerPausing ( ) ; // disable player pausing if all locks are open
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bool IsPlayerPausingEnabled ( ) ; // returns whether the player can pause or not
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void Update ( ) ;
}
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}