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Src/SwiftyTimer.swift

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//
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// SwiftyTimer
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//
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// Copyright (c) 2015 Radosław Pietruszewski
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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import Foundation
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private class NSTimerActor {
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var block: () -> ()
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init(_ block: () -> ()) {
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self.block = block
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}
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dynamic func fire() {
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block()
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}
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}
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extension NSTimer {
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// NOTE: `new` class functions are a workaround for a crashing bug when using convenience initializers (18720947)
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/// Create a timer that will call `block` once after the specified time.
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///
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/// **Note:** the timer won't fire until it's scheduled on the run loop.
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/// Use `NSTimer.after` to create and schedule a timer in one step.
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class func new(after interval: NSTimeInterval, _ block: () -> ()) -> NSTimer {
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let actor = NSTimerActor(block)
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return self.init(timeInterval: interval, target: actor, selector: "fire", userInfo: nil, repeats: false)
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}
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/// Create a timer that will call `block` repeatedly in specified time intervals.
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///
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/// **Note:** the timer won't fire until it's scheduled on the run loop.
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/// Use `NSTimer.every` to create and schedule a timer in one step.
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class func new(every interval: NSTimeInterval, _ block: () -> ()) -> NSTimer {
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let actor = NSTimerActor(block)
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return self.init(timeInterval: interval, target: actor, selector: "fire", userInfo: nil, repeats: true)
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}
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/// Create and schedule a timer that will call `block` once after the specified time.
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class func after(interval: NSTimeInterval, _ block: () -> ()) -> NSTimer {
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let timer = NSTimer.new(after: interval, block)
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NSRunLoop.currentRunLoop().addTimer(timer, forMode: NSDefaultRunLoopMode)
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return timer
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}
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/// Create and schedule a timer that will call `block` repeatedly in specified time intervals.
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class func every(interval: NSTimeInterval, _ block: () -> ()) -> NSTimer {
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let timer = NSTimer.new(every: interval, block)
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NSRunLoop.currentRunLoop().addTimer(timer, forMode: NSDefaultRunLoopMode)
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return timer
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}
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}
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extension Int {
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var second: NSTimeInterval { return NSTimeInterval(self) }
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var seconds: NSTimeInterval { return NSTimeInterval(self) }
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var minute: NSTimeInterval { return NSTimeInterval(self * 60) }
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var minutes: NSTimeInterval { return NSTimeInterval(self * 60) }
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var hour: NSTimeInterval { return NSTimeInterval(self * 3600) }
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var hours: NSTimeInterval { return NSTimeInterval(self * 3600) }
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}
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extension Double {
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var second: NSTimeInterval { return self }
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var seconds: NSTimeInterval { return self }
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var minute: NSTimeInterval { return self * 60 }
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var minutes: NSTimeInterval { return self * 60 }
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var hour: NSTimeInterval { return self * 3600 }
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var hours: NSTimeInterval { return self * 3600 }
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}

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