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neoGFX
Cross-platform C++ app/game engine
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40 #include <boost/bind.hpp>
77 void set_duration(uint32_t aDuration_ms,
bool aEffectiveImmediately =
false);
87 virtual void ready() = 0;
97 uint32_t iDuration_ms;
101 #if !defined(NDEBUG) || defined(DEBUG_TIMER_OBJECTS)
111 template <
typename Context>
116 virtual void ready();
void enable(bool aWait=true)
timer(const timer &aOther)
uint32_t duration_ms() const
timer & operator=(const timer &aOther)
std::optional< destroyed_flag > optional_destroyed_flag
void set_duration(uint32_t aDuration_ms, bool aEffectiveImmediately=false)
callback_timer(i_async_task &aTask, const i_lifetime &aContext, std::function< void(callback_timer &)> aCallback, uint32_t aDuration_ms, bool aInitialWait=true)
void set_debug(bool aDebug)
callback_timer(i_async_task &aTask, const Context &aContext, std::function< void(callback_timer &)> aCallback, uint32_t aDuration_ms, bool aInitialWait=true)
uint32_t duration() const
i_async_task & owner_task() const
callback_timer(i_async_task &aTask, std::function< void(callback_timer &)> aCallback, uint32_t aDuration_ms, bool aInitialWait=true)
timer(i_async_task &aTask, uint32_t aDuration_ms, bool aInitialWait=true)
timer(i_async_task &aTask, const i_lifetime &aContext, uint32_t aDuration_ms, bool aInitialWait=true)