/**************************************************************************** * Copyright (C) 2015 Dimok * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . ****************************************************************************/ #include "GuiController.h" /** * Constructor for the GuiTrigger class. */ GuiTrigger::GuiTrigger() : chan(CHANNEL_ALL), btns(BUTTON_NONE), bClickEverywhere(false), bHoldEverywhere(false), bSelectionClickEverywhere(false), bLastTouched(false) { } GuiTrigger::GuiTrigger(uint32_t ch, uint32_t btn, bool clickEverywhere, bool holdEverywhere, bool selectionClickEverywhere) : chan(ch), btns(btn), bClickEverywhere(clickEverywhere), bHoldEverywhere(holdEverywhere), bSelectionClickEverywhere(selectionClickEverywhere), bLastTouched(false) { } /** * Destructor for the GuiTrigger class. */ GuiTrigger::~GuiTrigger() = default; /** * Sets a simple trigger. Requires: * - Element is selected * - Trigger button is pressed */ void GuiTrigger::setTrigger(uint32_t ch, uint32_t btn) { chan = ch; btns = btn; } bool GuiTrigger::left(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return false; } if ((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_LEFT | STICK_L_LEFT)) { return true; } return false; } bool GuiTrigger::right(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return false; } if ((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_RIGHT | STICK_L_RIGHT)) { return true; } return false; } bool GuiTrigger::up(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return false; } if ((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_UP | STICK_L_UP)) { return true; } return false; } bool GuiTrigger::down(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return false; } if ((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_DOWN | STICK_L_DOWN)) { return true; } return false; } int32_t GuiTrigger::clicked(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return CLICKED_NONE; } int32_t bResult = CLICKED_NONE; if (controller->data.touched && controller->data.validPointer && (btns & TOUCHED) && !controller->lastData.touched) { bResult = CLICKED_TOUCH; } if (controller->data.buttons_d & btns) { bResult = CLICKED_BUTTON; } return bResult; } bool GuiTrigger::held(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return false; } bool bResult = false; if (controller->data.touched && (btns & TOUCHED) && controller->data.validPointer && controller->lastData.touched && controller->lastData.validPointer) { bResult = true; } if (controller->data.buttons_h & btns) { bResult = true; } return bResult; } bool GuiTrigger::released(const GuiController *controller) const { if ((controller->chan & chan) == 0) { return false; } if (clicked(controller) || held(controller)) { return false; } bool bResult = false; if (!controller->data.touched && (btns & TOUCHED) && controller->lastData.touched && controller->lastData.validPointer) { bResult = true; } if (controller->data.buttons_r & btns) { bResult = true; } return bResult; }