Vigilante Game Framework
1.0.0.8
A 2D/3D C++ Game Framework using SFML.
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#include <VTimer.h>
Public Member Functions | |
VTimeManager () | |
Constructor. | |
~VTimeManager () | |
Destructor. | |
VTimer * | AddTimer () |
VTimerEvent * | AddTimerEvent (unsigned int time, std::function< void()> eventFunction, bool looping=false) |
void | AddTimer (VTimer *timer) |
void | RemoveTimer (VTimer *timer) |
void | Update (float dt) |
void | Reserve (size_t size) |
void | Clear (bool destroy=true) |
int | Count () |
Manages multiple timers at once in a singleton data structure. An independent VTimeManager can also be created, however any VTimer or VTimeEvent objects must be constructed with the AddToManager parameter set to false.
VTimer* VTimeManager::AddTimer | ( | ) |
void VTimeManager::AddTimer | ( | VTimer * | timer | ) |
Adds a timer from the list.
timer | The VTimer object to add to the list. |
VTimerEvent* VTimeManager::AddTimerEvent | ( | unsigned int | time, |
std::function< void()> | eventFunction, | ||
bool | looping = false |
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) |
time | Time in milliseconds for the event to occur. |
eventFunction | The event to call. |
looping | If true, the timeline will start at the beginning once finished, otherwise it will destroy itself. |
void VTimeManager::Clear | ( | bool | destroy = true | ) |
Clears timer list.
destroy | Destroys all timers in the list if true, else it'd need to be done manually. |
int VTimeManager::Count | ( | ) |
void VTimeManager::RemoveTimer | ( | VTimer * | timer | ) |
Removes a timer from the list.
timer | The VTimer object to remove from the list. |
void VTimeManager::Reserve | ( | size_t | size | ) |
Reserves a set amount of timers in the list, good for optimization purposes.
size | The amount of timers to reserve in the list. |
void VTimeManager::Update | ( | float | dt | ) |
Updates all timers.
dt | Delta Time to increment the time by. |