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#ifndef BUTTON_H_
#define BUTTON_H_
// An input point, either physical (if storeig in a UserController), or logical (if stored in a Mappable
// (even joysticks are treated as "buttons" by the game)
class Button
{
public:
Button( void );
~Button( void );
// test the properties of the button
inline float GetValue( void ) const;
inline void SetValue( float fValue );
inline bool IsDown( void ) const;
inline bool IsUp( void ) const;
// returns number of input ticks since the value of this button changed
inline unsigned int TimeSinceChange( void ) const;
// force the change flag to be set without resetting the value
inline void ForceChange(void);
inline static void Tick(int timeinms) { mTickCount += timeinms; }
protected:
float mfValue;
unsigned int mTickCountAtChange;
// counter for current number of input ticks (for tracking
static unsigned int mTickCount;
};
// Inline member functions
float Button::GetValue( void ) const
{
return mfValue;
}
void Button::ForceChange(void)
{
mTickCountAtChange = mTickCount;
}
void Button::SetValue( float fValue )
{
mTickCountAtChange = mTickCount;
mfValue = fValue;
}
bool Button::IsDown( void ) const
{
return mfValue != 0.0f;
}
bool Button::IsUp( void ) const
{
return mfValue == 0.0f;
}
unsigned int Button::TimeSinceChange( void ) const
{
return mTickCount - mTickCountAtChange;
}
// nbrooke 15/10/02 :I devirtualized the Button class (there was a lot of hierarchy
// and virtual functions considering there was only one class avtually used my any other code)
// but didn't feel like changing a bunch of stuff that was using IButton, thus the typedef
typedef Button IButton;
#endif
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