Timer refactor: stopwatch-like semantics, mcrfpy.timers collection closes #173
Major Timer API improvements: - Add `stopped` flag to Timer C++ class for proper state management - Add `start()` method to restart stopped timers (preserves callback) - Add `stop()` method that removes from engine but preserves callback - Make `active` property read-write (True=start/resume, False=pause) - Add `start=True` init parameter to create timers in stopped state - Add `mcrfpy.timers` module-level collection (tuple of active timers) - One-shot timers now set stopped=true instead of clearing callback - Remove deprecated `setTimer()` and `delTimer()` module functions Timer callbacks now receive (timer, runtime) instead of just (runtime). Updated all tests to use new Timer API and callback signature. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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16 changed files with 440 additions and 262 deletions
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@ -43,9 +43,7 @@ public:
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// Internal - used by PySceneObject::activate()
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static PyObject* _setScene(PyObject*, PyObject*);
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// timer control
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static PyObject* _setTimer(PyObject*, PyObject*);
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static PyObject* _delTimer(PyObject*, PyObject*);
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// Note: setTimer/delTimer removed in #173 - use Timer objects instead
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// #153 - Headless simulation control
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static PyObject* _step(PyObject*, PyObject*);
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@ -88,6 +86,9 @@ public:
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static int api_set_current_scene(PyObject* value);
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static PyObject* api_get_scenes();
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// #173: Module-level timer collection accessor
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static PyObject* api_get_timers();
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// Exception handling - signal game loop to exit on unhandled Python exceptions
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static std::atomic<bool> exception_occurred;
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static std::atomic<int> exit_code;
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