mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-12-26 00:01:51 +01:00
154 lines
4.2 KiB
C++
154 lines
4.2 KiB
C++
/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <gui/GuiElement.h>
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#include <gui/GuiController.h>
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#include <gui/GuiTrigger.h>
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/**
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* Constructor for the GuiTrigger class.
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*/
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GuiTrigger::GuiTrigger()
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: chan(CHANNEL_ALL)
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, btns(BUTTON_NONE)
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, bClickEverywhere(false)
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, bHoldEverywhere(false)
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, bSelectionClickEverywhere(false)
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, bLastTouched(false) {
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}
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GuiTrigger::GuiTrigger(uint32_t ch, uint32_t btn, bool clickEverywhere, bool holdEverywhere, bool selectionClickEverywhere)
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: chan(ch)
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, btns(btn)
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, bClickEverywhere(clickEverywhere)
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, bHoldEverywhere(holdEverywhere)
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, bSelectionClickEverywhere(selectionClickEverywhere)
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, bLastTouched(false) {
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}
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/**
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* Destructor for the GuiTrigger class.
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*/
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GuiTrigger::~GuiTrigger() {
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}
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/**
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* Sets a simple trigger. Requires:
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* - Element is selected
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* - Trigger button is pressed
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*/
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void GuiTrigger::setTrigger(uint32_t ch, uint32_t btn) {
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chan = ch;
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btns = btn;
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}
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bool GuiTrigger::left(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return false;
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}
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if((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_LEFT | STICK_L_LEFT)) {
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return true;
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}
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return false;
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}
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bool GuiTrigger::right(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return false;
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}
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if((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_RIGHT | STICK_L_RIGHT)) {
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return true;
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}
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return false;
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}
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bool GuiTrigger::up(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return false;
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}
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if((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_UP | STICK_L_UP)) {
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return true;
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}
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return false;
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}
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bool GuiTrigger::down(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return false;
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}
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if((controller->data.buttons_h | controller->data.buttons_d) & (BUTTON_DOWN | STICK_L_DOWN)) {
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return true;
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}
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return false;
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}
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int32_t GuiTrigger::clicked(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return CLICKED_NONE;
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}
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int32_t bResult = CLICKED_NONE;
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if(controller->data.touched && controller->data.validPointer && (btns & VPAD_TOUCH) && !controller->lastData.touched) {
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bResult = CLICKED_TOUCH;
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}
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if(controller->data.buttons_d & btns) {
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bResult = CLICKED_BUTTON;
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}
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return bResult;
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}
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bool GuiTrigger::held(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return false;
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}
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bool bResult = false;
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if(controller->data.touched && (btns & VPAD_TOUCH) && controller->data.validPointer && controller->lastData.touched && controller->lastData.validPointer) {
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bResult = true;
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}
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if(controller->data.buttons_h & btns) {
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bResult = true;
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}
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return bResult;
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}
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bool GuiTrigger::released(const GuiController *controller) const {
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if((controller->chan & chan) == 0) {
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return false;
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}
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if(clicked(controller) || held(controller))
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return false;
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bool bResult = false;
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if(!controller->data.touched && (btns & VPAD_TOUCH) && controller->lastData.touched && controller->lastData.validPointer) {
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bResult = true;
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}
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if(controller->data.buttons_r & btns) {
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bResult = true;
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}
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return bResult;
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}
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