64 lines
2.8 KiB
C++
64 lines
2.8 KiB
C++
#pragma once
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#include <unordered_set>
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#include <string>
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#include <atomic>
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#include <ColorText.h>
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namespace DFHack {
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////////////
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// Locking mechanisms for control over pausing
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namespace Pausing
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{
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class Lock
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{
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std::atomic_bool locked{};
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public:
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const std::string name;
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explicit Lock(const char* name) : name(name){ locked = false; }
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virtual ~Lock()= default;
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virtual bool isAnyLocked() const = 0;
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virtual bool isOnlyLocked() const = 0;
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bool isLocked() const { return locked; }
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virtual void lock() { locked = true; } //simply locks the lock
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void unlock() { locked = false; }
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virtual void reportLocks(color_ostream &out) = 0;
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};
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// non-blocking lock resource used in conjunction with the announcement functions in World
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class AnnouncementLock : public Lock
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{
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static std::unordered_set<Lock*> locks;
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public:
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explicit AnnouncementLock(const char* name): Lock(name) { locks.emplace(this); }
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~AnnouncementLock() override { locks.erase(this); }
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bool captureState(); // captures the state of announcement settings, iff this is the only locked lock (note it does nothing if 0 locks are engaged)
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void lock() override; // locks and attempts to capture state
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bool isAnyLocked() const override; // returns true if any instance of AnnouncementLock is locked
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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 Player pause functions in World
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class PlayerLock : public Lock
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{
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static std::unordered_set<Lock*> locks;
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public:
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explicit PlayerLock(const char* name): Lock(name) { locks.emplace(this); }
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~PlayerLock() override { locks.erase(this); }
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bool isAnyLocked() const override; // returns true if any instance of PlayerLock is locked
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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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}
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namespace World {
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bool DisableAnnouncementPausing(color_ostream &out); // 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
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bool EnablePlayerPausing(); // enable player pausing if all locks are open
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bool DisablePlayerPausing(); // disable player pausing if all locks are open
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void Update();
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}
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}
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