/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #ifndef CRYINCLUDE_CRYCOMMON_TIMER_H #define CRYINCLUDE_CRYCOMMON_TIMER_H struct Timer { Timer() : endTime(-1.0f) { } void Reset(float duration, float variation = 0.0f) { endTime = gEnv->pSystem->GetITimer()->GetFrameStartTime() + CTimeValue(duration) + CTimeValue(cry_random(0.0f, variation)); } bool Elapsed() const { return endTime >= 0.0f && gEnv->pSystem->GetITimer()->GetFrameStartTime() >= endTime; } float GetSecondsLeft() const { return (endTime - gEnv->pSystem->GetITimer()->GetFrameStartTime()).GetSeconds(); } CTimeValue endTime; }; #endif // CRYINCLUDE_CRYCOMMON_TIMER_H