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