changes to 380 project 4 changes to 350 project 2 Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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// GambleKit Copyright (C) 2014 Ivan Donev
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//
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// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// contact: gamblekit@gmail.com
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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#include "GkGameButtonsBinding.h"
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GkGameButtonsBinding::GkGameButtonsBinding(int numGameButtons, ...)
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{
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GkGameButton **parameters = (GkGameButton **)((int)&numGameButtons + 4);
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this->numGameButtons = numGameButtons;
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this->gameButtons = new GkGameButton*[numGameButtons];
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for (int i = 0; i < numGameButtons; i++)
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this->gameButtons[i] = parameters[i];
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this->enabled = true;
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this->pushedValue = false;
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this->clickedValue = false;
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}
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GkGameButtonsBinding::~GkGameButtonsBinding(void)
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{
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delete this->gameButtons;
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}
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void GkGameButtonsBinding::SyncPush(int syncButtonIndex)
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{
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GkGameButton *syncButton = this->gameButtons[syncButtonIndex];
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for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
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{
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if (buttonIndex != syncButtonIndex)
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{
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GkGameButton *button = this->gameButtons[buttonIndex];
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if (button->IsActive())
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{
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if (button->pushed != syncButton->pushed)
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{
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if (syncButton->pushed)
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button->Down();
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else
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button->Up(true);
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}
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}
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}
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}
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this->pushedValue = syncButton->pushed;
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}
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void GkGameButtonsBinding::SyncClick(int syncButtonIndex)
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{
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GkGameButton *syncButton = this->gameButtons[syncButtonIndex];
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for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
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{
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if (buttonIndex != syncButtonIndex)
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{
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GkGameButton *button = this->gameButtons[buttonIndex];
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if (button->IsActive())
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{
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button->clicked = syncButton->clicked;
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}
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}
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}
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this->clickedValue = syncButton->clicked;
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}
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void GkGameButtonsBinding::Process(GkGame *game)
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{
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if (!enabled)
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return;
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for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
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{
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GkGameButton *button = this->gameButtons[buttonIndex];
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if (button->IsActive())
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{
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if (button->pushed != this->pushedValue)
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{
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this->SyncPush(buttonIndex);
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break;
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}
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}
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}
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for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
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{
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GkGameButton *button = this->gameButtons[buttonIndex];
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if (button->IsActive())
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{
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if (button->clicked != this->clickedValue)
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{
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// SyncClick is required beside SyncPush, because mouse events execute separately from the Process sequence and MouseUp usually sets a button pushed to false, which actually prevents SyncPush to execute mouse up (for it checks if the button is pushed)
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this->SyncClick(buttonIndex);
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break;
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}
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}
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}
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} |