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143 lines
3.5 KiB
C++
143 lines
3.5 KiB
C++
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// skaterbutton.cpp
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#include <sk\objects\skaterbutton.h>
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#include <gel\scripting\checksum.h>
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const int pressure_threshold = 64;
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#ifdef __NOPT_ASSERT__
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void CSkaterButton::Update(int current_pressure, bool debug) // Update the pad based on teh current pressure
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#else
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void CSkaterButton::Update(int current_pressure) // Update the pad based on teh current pressure
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#endif
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{
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// if were are debouncing the button then update the debounce state
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// based on time and release, and ignore the button if still debouncing
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if (m_debounce_time)
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{
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// if not pressed, or debounce time expired
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if (current_pressure <= pressure_threshold)
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{
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// dodgy_test(); printf("Ending Debouncing as not pressed\n");
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m_debounce_time = 0;
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}
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else if ((float)Tmr::GetTime() > m_debounce_time)
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{
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// dodgy_test(); printf("Ending Debouncing as time expired\n");
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m_debounce_time = 0;
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}
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else
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{
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// dodgy_test(); printf("Debouncing button\n");
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return;
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}
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}
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m_pressure = current_pressure;
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if (m_pressure > pressure_threshold)
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{
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// button is currently pressed
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if (!m_pressed)
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{
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m_pressed_time = Tmr::ElapsedTime(0);
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#ifdef __NOPT_ASSERT__
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if (debug)
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{
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printf("%d: +++ Triggered %s +++\n",(int)Tmr::GetRenderFrame(),Script::FindChecksumName(m_name_checksum));
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}
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#endif
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// but not previously pressed, so set the "triggered" flag
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m_triggered = true;
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}
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m_pressed = true;
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}
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else
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{
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// button is currently NOT pressed
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if (m_pressed)
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{
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// but WAS previously pressed, so set the "released" flag
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m_released_time = Tmr::ElapsedTime(0);
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#ifdef __NOPT_ASSERT__
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if (debug)
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{
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printf("%d: --- Released %s ----\n",(int)Tmr::GetRenderFrame(),Script::FindChecksumName(m_name_checksum));
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}
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#endif
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m_released = true;
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}
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m_pressed = false;
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}
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}
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void CSkaterButton::SetPressed( bool pressed ) // Set the button's "Pressed" state
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{
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if( pressed )
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{
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// button is currently pressed
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if( !m_pressed )
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{
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m_pressed_time = Tmr::ElapsedTime(0);
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// but not previously pressed, so set the "triggered" flag
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m_triggered = true;
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}
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m_pressed = true;
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}
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else
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{
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// button is currently NOT pressed
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if (m_pressed)
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{
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// but WAS previously pressed, so set the "released" flag
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m_released = true;
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}
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m_pressed = false;
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}
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m_pressed = pressed;
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}
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uint32 CSkaterButton::GetReleasedTime() // Get time elapsed since m_released_time
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{
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return Tmr::ElapsedTime(m_released_time);
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}
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uint32 CSkaterButton::GetPressedTime() // Get time elapsed since m_presssed_time
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{
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return Tmr::ElapsedTime(m_pressed_time);
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}
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void CSkaterButton::ClearTrigger() // Clear the trigger
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{
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m_triggered = false;
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}
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void CSkaterButton::ClearRelease() // Clear the trigger
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{
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m_released = false;
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}
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void CSkaterButton::SetName(const char *p_name)
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{
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m_name_checksum = Crc::GenerateCRCFromString(p_name);
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}
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void CSkaterButton::SetDebounce(float time)
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{
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// Mick: When debouncing, we ignore furthur input until the time has elapsed
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// or the button "pressed" state changes from what it was at the start of the debounce
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// printf ("SetDebounce #########################################################\n");
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//
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// printf ("GetTime = %d, m_pressed = %d, m_pressed_time = %d, m_triggered = %d\n",
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// Tmr::ElapsedTime(0), m_pressed , m_pressed_time , m_triggered );
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m_debounce_time = time;
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}
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