/// <summary> /// Checks if a timer is complete returns true if it is false if not /// if the timer is complete and restart is true the timer is restarted /// if the timer is complete and restart is false the timer is removed /// if no timer of the given id exists false is returned /// </summary> /// <param name="timerID">the id of the timer to check</param> /// <param name="restart">If the timer should be restarted</param> /// <returns>true if timer is done false if not</returns> private bool isTimerDone(string timerID, bool restart) { bool retObj = false; if (timers.ContainsKey(timerID)) { WUTimer t = timers[timerID]; if (t.done()) { if (restart) { t.Restart(); } else { timers.Remove(timerID); } retObj = true; } else { retObj = false; } } return(retObj); }
/// <summary> /// Create a new timer with the given id and wait time /// If a timer of the given id exists false is returned /// </summary> /// <param name="timerID"></param> /// <param name="waitTimeInMillisec">the time for the new timer to wait in millisec</param> /// <returns></returns> public bool Set(string timerID, int waitTimeInMillisec) { bool suc = false; if (!timers.Keys.Contains(timerID)) { WUTimer newTimer = new WUTimer(waitTimeInMillisec); timers.Add(timerID, newTimer); suc = true; } return(suc); }
/// <summary> /// Updates the wait time and resets the timer of the given id. /// If no timer is found returns false /// </summary> /// <param name="timerID">the id of the timer to update</param> /// <param name="newTimeInMillisec">the new time in millisec</param> /// <returns>true if successful false if not</returns> public bool Update(string timerID, int newTimeInMillisec) { bool suc = false; if (timers.Keys.Contains(timerID)) { WUTimer toUpdate = timers[timerID]; toUpdate.Update(newTimeInMillisec); suc = true; } return(suc); }