I am designing a time class that will only perform an action after a predefined time but I still cannot figure out the way to reset the time. Is that anyway to reset the time back to zero or temporarily stop and resume the time?
so, my goal is to reset the time each time the condtion A meets so that it won't screw up delayTime function that it still keep the previous time and end up wrong time calculation.
if ( condition A )
{
if ( time.delayTime( 5.0f ) )
{
doActionA();
}
}
TimeClass.h
#ifndef _TIMECLASS_H_
#define _TIMECLASS_H_
#include <windows.h>
class TimeClass
{
public:
TimeClass();
~TimeClass();
bool delayTime( float second );
float getSecond();
void reset();
private:
float getGameTime();
float currentTime;
UINT64 ticks;
float time;
float timeAtGameStart;
UINT64 ticksPerSecond;
};
#endif
TimeClass.cpp
#include "TimeClass.h"
TimeClass::TimeClass()
{
// We need to know how often the clock is updated
if( !QueryPerformanceFrequency((LARGE_INTEGER *)&ticksPerSecond) )
ticksPerSecond = 1000;
// If timeAtGameStart is 0 then we get the time since
// the start of the computer when we call GetGameTime()
timeAtGameStart = 0;
timeAtGameStart = getGameTime();
}
float TimeClass::getGameTime()
{
// This is the number of clock ticks since start
if( !QueryPerformanceCounter((LARGE_INTEGER *)&ticks) )
ticks = (UINT64)timeGetTime();
// Divide by frequency to get the time in seconds
time = (float)(__int64)ticks/(float)(__int64)ticksPerSecond;
// Subtract the time at game start to get
// the time since the game started
time -= timeAtGameStart;
return time;
}
bool TimeClass::delayTime( float second )
{
currentTime = getGameTime();
static float totalTime = second + getGameTime();
if ( currentTime >= totalTime )
{
totalTime = second + getGameTime();
return true;
}
else
{
return false;
}
}
float TimeClass::getSecond()
{
currentTime = getGameTime();
static float totalTime = 1 + getGameTime();
if ( currentTime >= totalTime )
{
totalTime = 1 + getGameTime();
return currentTime;
}
else
{
return currentTime;
}
}
void TimeClass::reset()
{
timeAtGameStart = 0;
timeAtGameStart = getGameTime();
}
TimeClass::~TimeClass()
{
}