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