// // SwiftyTimer // // Copyright (c) 2015 RadosÅaw 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 private class NSTimerActor { let block: () -> Void init(_ block: () -> Void) { self.block = block } @objc func fire() { block() } } extension NSTimer { // NOTE: `new` class functions are a workaround for a crashing bug when using convenience initializers (18720947) /// 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. public class func new(after interval: NSTimeInterval, _ block: () -> Void) -> NSTimer { let actor = NSTimerActor(block) return self.init(timeInterval: interval, target: actor, selector: "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. public class func new(every interval: NSTimeInterval, _ block: () -> Void) -> NSTimer { let actor = NSTimerActor(block) return self.init(timeInterval: interval, target: actor, selector: "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 } /// 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: NSRunLoop = NSRunLoop.currentRunLoop(), modes: String...) { let modes = modes.isEmpty ? [NSDefaultRunLoopMode] : modes for mode in modes { runLoop.addTimer(self, forMode: mode) } } } extension Double { 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 } }