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// // SwiftyTimer // // Copyright (c) 2015-2016 Radosław Pietruszewski // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // import Foundation extension NSTimer { // MARK: Create a timer without scheduling /// Create a timer that will call `block` once after the specified time. /// /// - Note: The timer won't fire until it's scheduled on the run loop. /// Use `NSTimer.after` to create and schedule a timer in one step. /// - Note: If you support iOS 8 or older, or OS X 10.11 or older, use `NSTimer.new(after:)` /// instead of this initializer. @available(iOS 9, OSX 10.11, watchOS 2, tvOS 9, *) public convenience init(after interval: NSTimeInterval, _ block: () -> Void) { let actor = Actor { _ in block() } self.init(timeInterval: interval, target: actor, selector: #selector(Actor.fire), userInfo: nil, repeats: false) } /// Create a timer that will call `block` repeatedly in specified time intervals. /// /// - Note: The timer won't fire until it's scheduled on the run loop. /// Use `NSTimer.every` to create and schedule a timer in one step. /// - Note: If you support iOS 8 or older, or OS X 10.11 or older, use `NSTimer.new(every:)` /// instead of this initializer. @available(iOS 9, OSX 10.11, watchOS 2, tvOS 9, *) public convenience init(every interval: NSTimeInterval, _ block: () -> Void) { let actor = Actor { _ in block() } self.init(timeInterval: interval, target: actor, selector: #selector(Actor.fire), userInfo: nil, repeats: true) } /// Create a timer that will call `block` repeatedly in specified time intervals. /// (This variant also passes the timer instance to the block) /// /// - Note: The timer won't fire until it's scheduled on the run loop. /// Use `NSTimer.every` to create and schedule a timer in one step. /// - Note: If you support iOS 8 or older, or OS X 10.11 or older, use `NSTimer.new(every:)` /// instead of this initializer. @available(iOS 9, OSX 10.11, watchOS 2, tvOS 9, *) @nonobjc public convenience init(every interval: NSTimeInterval, _ block: NSTimer -> Void) { let actor = Actor(block) self.init(timeInterval: interval, target: actor, selector: #selector(Actor.fire), userInfo: nil, repeats: true) } // MARK: (Legacy factory methods) /// Create a timer that will call `block` once after the specified time. /// /// - Note: The timer won't fire until it's scheduled on the run loop. /// Use `NSTimer.after` to create and schedule a timer in one step. /// - Note: The `new` class function is a workaround for a crashing bug when using convenience initializers (rdar://18720947) public class func new(after interval: NSTimeInterval, _ block: () -> Void) -> NSTimer { let actor = Actor { _ in block() } return self.init(timeInterval: interval, target: actor, selector: #selector(Actor.fire), userInfo: nil, repeats: false) } /// Create a timer that will call `block` repeatedly in specified time intervals. /// /// - Note: The timer won't fire until it's scheduled on the run loop. /// Use `NSTimer.every` to create and schedule a timer in one step. /// - Note: The `new` class function is a workaround for a crashing bug when using convenience initializers (rdar://18720947) public class func new(every interval: NSTimeInterval, _ block: () -> Void) -> NSTimer { return self.new(every: interval) { (_: NSTimer) in block() } } /// Create a timer that will call `block` repeatedly in specified time intervals. /// (This variant also passes the timer instance to the block) /// /// - Note: The timer won't fire until it's scheduled on the run loop. /// Use `NSTimer.every` to create and schedule a timer in one step. /// - Note: The `new` class function is a workaround for a crashing bug when using convenience initializers (rdar://18720947) @nonobjc public class func new(every interval: NSTimeInterval, _ block: NSTimer -> Void) -> NSTimer { let actor = Actor(block) return self.init(timeInterval: interval, target: actor, selector: #selector(Actor.fire), userInfo: nil, repeats: true) } /// Create and schedule a timer that will call `block` once after the specified time. public class func after(interval: NSTimeInterval, _ block: () -> Void) -> NSTimer { let timer = NSTimer.new(after: interval, block) timer.start() return timer } /// Create and schedule a timer that will call `block` repeatedly in specified time intervals. public class func every(interval: NSTimeInterval, _ block: () -> Void) -> NSTimer { let timer = NSTimer.new(every: interval, block) timer.start() return timer } /// Create and schedule a timer that will call `block` repeatedly in specified time intervals. /// (This variant also passes the timer instance to the block) @nonobjc public class func every(interval: NSTimeInterval, _ block: NSTimer -> Void) -> NSTimer { let timer = NSTimer.new(every: interval, block) timer.start() return timer } /// Schedule this timer on the run loop /// /// By default, the timer is scheduled on the current run loop for the default mode. /// Specify `runLoop` or `modes` to override these defaults. public func start(runLoop runLoop: NSRunLoop = NSRunLoop.currentRunLoop(), modes: String...) { let modes = modes.isEmpty ? [NSDefaultRunLoopMode] : modes for mode in modes { runLoop.addTimer(self, forMode: mode) } } // MARK: - Internals private class Actor { var block: NSTimer -> Void init(_ block: NSTimer -> Void) { self.block = block } @objc func fire(timer: NSTimer) { block(timer) } } } // MARK: - Time extensions extension Double { public var millisecond: NSTimeInterval { return self / 1000 } public var milliseconds: NSTimeInterval { return self / 1000 } public var ms: NSTimeInterval { return self / 1000 } public var second: NSTimeInterval { return self } public var seconds: NSTimeInterval { return self } public var minute: NSTimeInterval { return self * 60 } public var minutes: NSTimeInterval { return self * 60 } public var hour: NSTimeInterval { return self * 3600 } public var hours: NSTimeInterval { return self * 3600 } public var day: NSTimeInterval { return self * 3600 * 24 } public var days: NSTimeInterval { return self * 3600 * 24 } }