66 lines
1.4 KiB
C
66 lines
1.4 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef TIMEDEVENT_H
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#define TIMEDEVENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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// This class triggers events at a specified rate. Just call NextEvent() and do an event until it
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// returns false. For example, if you want to spawn particles 10 times per second, do this:
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// pTimer->SetRate(10);
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// float tempDelta = fTimeDelta;
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// while(pTimer->NextEvent(tempDelta))
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// spawn a particle
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class TimedEvent
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{
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public:
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TimedEvent()
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{
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m_TimeBetweenEvents = -1;
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m_fNextEvent = 0;
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}
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// Rate is in events per second (ie: rate of 15 will trigger 15 events per second).
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inline void Init(float rate)
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{
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m_TimeBetweenEvents = 1.0f / rate;
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m_fNextEvent = 0;
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}
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inline void ResetRate(float rate)
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{
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m_TimeBetweenEvents = 1.0f / rate;
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}
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inline bool NextEvent(float &curDelta)
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{
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// If this goes off, you didn't call Init().
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Assert( m_TimeBetweenEvents != -1 );
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if(curDelta >= m_fNextEvent)
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{
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curDelta -= m_fNextEvent;
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m_fNextEvent = m_TimeBetweenEvents;
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return true;
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}
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else
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{
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m_fNextEvent -= curDelta;
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return false;
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}
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}
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private:
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float m_TimeBetweenEvents;
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float m_fNextEvent; // When the next event should be triggered.
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};
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#endif // TIMEDEVENT_H
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