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📄 timer.h

📁 游戏开发特殊技巧-special.effects.game.programming
💻 H
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// a very simple timer class for animations
#ifndef TIMER_H_INCLUDED
#define TIMER_H_INCLUDED
#include <vector>
#include <windows.h>

class CTimer
{
public:
  CTimer() { 
    // register timer by adding it to static vector
    m_Timers.push_back(this);
    Stop(); 
    char buf[256]; 
    _snprintf(buf, sizeof(buf), 
      "Timer created! Total Timers: %d\n", m_Timers.size());
    OutputDebugString(buf);
  }
  virtual ~CTimer() { 
    // delete timer from vector
    for (std::vector<CTimer *>::iterator i = m_Timers.begin();
         i != m_Timers.end(); i++) {
      if ((*i) == this) {
        m_Timers.erase(i);
        char buf[256]; 
        _snprintf(buf, sizeof(buf), 
          "Timer deleted! Total Timers: %d\n", m_Timers.size());
        OutputDebugString(buf);
        break;
      }
    }
  }
  
  void Start() { m_bIsRunning = true;  }
  void Pause() { m_bIsRunning = false; }
  void Stop()  { Pause(); m_fTime = 0; }
  void Begin() { Stop(); Start(); }
  void BeginWithDelay(float fDelay) { m_fTime = -fDelay; Start(); }
    
  void SetTime(float t) { m_fTime = t; }
  float GetTime()       { return(m_fTime); }

  bool IsRunning() { return(m_bIsRunning); }
  
  void Update(float fElapsedTime) {
    if (m_bIsRunning) {
      m_fTime += fElapsedTime;
    }
  }

  // these are here so you can call 1 function to update all timers
  static std::vector<CTimer *> m_Timers;
  static void UpdateAll(float fElapsedTime) {
    for (std::vector<CTimer *>::iterator i = m_Timers.begin();
         i != m_Timers.end(); i++) {
      (*i)->Update(fElapsedTime);
    }
  }

protected:
  bool m_bIsRunning;
  float m_fTime;
};

#endif

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