In game development and animation, timers are essential to control the flow of events and create dynamic experiences. C++ provides the std::chrono
library, which offers a high-resolution clock for accurate timing. In this blog post, we will explore how to build timers for games and animations using std::chrono
.
Table of Contents
- Introduction to std::chrono
- Creating a timer
- Updating the timer
- Pausing and resuming the timer
- Conclusion
Introduction to std::chrono
std::chrono
is a C++ library introduced in the C++11 standard, providing utilities for time-related operations. It offers a flexible and easy-to-use way to measure time intervals and perform calculations with time points.
The library includes different clock types, such as system_clock
, steady_clock
, and high_resolution_clock
, each suited for specific use cases. When building timers for games and animations, the high_resolution_clock
is often the best choice due to its high precision.
Creating a timer
To create a timer using std::chrono
, we need to store the start time point and the duration of the timer. We can define our timer class and include the necessary headers:
#include <chrono>
class Timer {
public:
using Clock = std::chrono::high_resolution_clock;
using TimePoint = std::chrono::time_point<Clock>;
Timer() {
start();
}
void start() {
start_time_ = Clock::now();
}
private:
TimePoint start_time_;
};
In the example above, we define a class called Timer
that uses std::chrono::high_resolution_clock
as the clock type. The TimePoint
type represents a point in time.
The constructor of the Timer
class automatically starts the timer by calling the start
function, which sets the start_time_
variable to the current time using Clock::now()
.
Updating the timer
Next, we need to update our timer to calculate the elapsed time. We can add a member function called getElapsedTime
to calculate the duration between the start time and the current time:
class Timer {
public:
// ...
std::chrono::milliseconds getElapsedTime() const {
auto current_time = Clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(current_time - start_time_);
}
private:
// ...
};
The getElapsedTime
function subtracts the start time from the current time and converts the duration to milliseconds using std::chrono::duration_cast
.
Pausing and resuming the timer
In games and animations, it is often necessary to pause and resume timers. We can add member functions to pause and resume our timer:
class Timer {
public:
// ...
void pause() {
paused_ = true;
pause_time_ = Clock::now();
}
void resume() {
if (paused_) {
auto resume_time = Clock::now();
start_time_ += (resume_time - pause_time_);
paused_ = false;
}
}
private:
// ...
};
The pause
function sets the paused_
flag to true and saves the current time in pause_time_
. The resume
function checks if the timer is paused and adjusts the start time accordingly.
Conclusion
By utilizing the std::chrono
library in C++, we can easily create timers for games and animations. The high-resolution clock provides accurate timing, and the various functionalities allow control over pausing and resuming the timers as needed.
Remember to check the official documentation for more details on std::chrono
and its available features.
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