Files
Coleman-Code/COM380/Project5/GambleKit/Engine/Game/Entities/Bindings/GkGameButtonsBinding.cpp
T
Amrit Panesar 39ee821f54 start 380 project5
changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
2015-05-06 10:18:39 -07:00

115 lines
3.6 KiB
C++

//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// 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.
//
// 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.
//
// 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
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameButtonsBinding.h"
GkGameButtonsBinding::GkGameButtonsBinding(int numGameButtons, ...)
{
GkGameButton **parameters = (GkGameButton **)((int)&numGameButtons + 4);
this->numGameButtons = numGameButtons;
this->gameButtons = new GkGameButton*[numGameButtons];
for (int i = 0; i < numGameButtons; i++)
this->gameButtons[i] = parameters[i];
this->enabled = true;
this->pushedValue = false;
this->clickedValue = false;
}
GkGameButtonsBinding::~GkGameButtonsBinding(void)
{
delete this->gameButtons;
}
void GkGameButtonsBinding::SyncPush(int syncButtonIndex)
{
GkGameButton *syncButton = this->gameButtons[syncButtonIndex];
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
if (buttonIndex != syncButtonIndex)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
if (button->pushed != syncButton->pushed)
{
if (syncButton->pushed)
button->Down();
else
button->Up(true);
}
}
}
}
this->pushedValue = syncButton->pushed;
}
void GkGameButtonsBinding::SyncClick(int syncButtonIndex)
{
GkGameButton *syncButton = this->gameButtons[syncButtonIndex];
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
if (buttonIndex != syncButtonIndex)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
button->clicked = syncButton->clicked;
}
}
}
this->clickedValue = syncButton->clicked;
}
void GkGameButtonsBinding::Process(GkGame *game)
{
if (!enabled)
return;
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
if (button->pushed != this->pushedValue)
{
this->SyncPush(buttonIndex);
break;
}
}
}
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
if (button->clicked != this->clickedValue)
{
// 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)
this->SyncClick(buttonIndex);
break;
}
}
}
}