thug/Code/Sk/Objects/SkaterButton.h
2016-02-14 08:39:12 +11:00

82 lines
2.5 KiB
C++

// SkaterButton.h
#ifndef __SK_OBJECTS_SKATERBUTTON_H__
#define __SK_OBJECTS_SKATERBUTTON_H__
#include <core/defines.h>
#include <core/support.h>
#include <sys\timer.h>
// A SkaterButton contains the state of a single pad button
// in a way that is specific to control issues
// initially this is similar to the old SPad structure in THPS-PSX
// but will probably be extended to handle analog buttons
// and storing, inspecting and flagging the history of button events
class CSkaterButton : public Spt::Class
{
public:
#ifdef __NOPT_ASSERT__
void Update(int current_pressure, bool debug = false); // Update the button based on the current pressure
#else
void Update(int current_pressure); // Update the button based on the current pressure
#endif
bool GetPressed() {return m_pressed;} // Get current "Pressed" state
bool GetTriggered(); // Get current "Triggered" state
void SetPressed( bool pressed ); // Set the button's "Pressed" state
int GetPressure(); // Get current pressure
void ClearTrigger(); // Clear the trigger
void SetName(const char *p_name); // Set name of button (mostly for dubugging)
void SetDebounce(float time); // set time to debounce
Tmr::Time GetDebounceTime() { return static_cast< Tmr::Time >(m_debounce_time); }
bool GetReleased();
void ClearRelease();
uint32 GetPressedTime(); // Get m_pressed_time
uint32 GetReleasedTime(); // Get m_released_time
private:
bool m_pressed; // true if pressed now, indicates the current state of the button
uint32 m_pressed_time; // time when button was last pressed
uint32 m_released_time; // time when button was last released
int m_pressure; // current button presure;
bool m_triggered; // true if was triggered, can be cleared
int m_released; // true if we released, can be cleared (for debouncing)
uint32 m_name_checksum; // Checksum of button name
float m_debounce_time; // time until we we remain debounced
//bool m_debounce_pressed; // state when "debounce" called
//const char * mp_name; // Pointer to name, used for debugging;
public:
uint32 GetName() {return m_name_checksum;}
};
inline bool CSkaterButton::GetTriggered() // Get current "Triggered" state
{
return m_triggered;
}
inline bool CSkaterButton::GetReleased()
{
return m_released;
}
inline int CSkaterButton::GetPressure() // Get current pressure
{
return m_pressure;
}
#endif __SK_OBJECTS_SKATERBUTTON_H__