Danbias/Code/Misc/EventHandler/EventButton.h

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///////////////////////
// Sam Svensson 2013 //
///////////////////////
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#ifndef MISC_EVENT_BUTTON_H
#define MISC_EVENT_BUTTON_H
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#include "IEventButton.h"
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namespace Oyster
{
namespace Event
{
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template <typename Owner>
struct ButtonEvent
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{
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ButtonState state;
IEventButton* sender;
Owner owner;
void* userData;
};
template <typename Owner>
class EventButton : public IEventButton
{
protected:
//typedef for callback function pointer
typedef void (*EventFunc)(Oyster::Event::ButtonEvent<Owner>& e);
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struct PrivData
{
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PrivData() : ID(currID++){}
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static unsigned int currID;
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const unsigned int ID;
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ButtonState previousState;
Owner owner;
EventFunc eventCallback;
void* userData;
bool enabled;
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};
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PrivData privData;
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private:
//Implement this in the inherited classes for collision against that shape.
virtual bool Collision(InputClass *input) = 0;
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public:
EventButton();
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EventButton(Owner owner);
EventButton(EventFunc func);
EventButton(EventFunc func, Owner owner);
EventButton(EventFunc func, Owner owner, void* userData);
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virtual ~EventButton();
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void Update(InputClass *input);
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//Send event to callback function
void SendEvent(ButtonState state);
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//Set
void SetEnabled(bool enable);
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void SetUserData(void* data);
void SetEventFunc(EventFunc func);
void SetOwner(Owner owner);
//Get
bool Enabled();
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unsigned int GetID();
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//EventFunc GetFunctionPointer();
Owner GetOwner();
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ButtonState GetState();
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bool operator ==(const EventButton<Owner>& obj);
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};
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template <typename Owner>
unsigned int EventButton<Owner>::PrivData::currID = 0;
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template <typename Owner>
EventButton<Owner>::EventButton()
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{
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this->privData.eventCallback = NULL;
this->privData.userData = NULL;
this->privData.previousState = ButtonState_None;
this->privData.enabled = true;
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}
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template <typename Owner>
EventButton<Owner>::EventButton(Owner owner)
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{
this->privData.owner = owner;
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this->privData.eventCallback = NULL;
this->privData.userData = NULL;
this->privData.previousState = ButtonState_None;
this->privData.enabled = true;
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}
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template <typename Owner>
EventButton<Owner>::EventButton(EventFunc func)
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{
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this->privData.eventCallback = func;
this->privData.userData = NULL;
this->privData.previousState = ButtonState_None;
this->privData.enabled = true;
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}
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template <typename Owner>
EventButton<Owner>::EventButton(EventFunc func, Owner owner)
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{
this->privData.owner = owner;
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this->privData.eventCallback = func;
this->privData.userData = NULL;
this->privData.previousState = ButtonState_None;
this->privData.enabled = true;
}
template <typename Owner>
EventButton<Owner>::EventButton(EventFunc func, Owner owner, void* userData)
{
this->privData.owner = owner;
this->privData.eventCallback = func;
this->privData.userData = userData;
this->privData.previousState = ButtonState_None;
this->privData.enabled = true;
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}
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template <typename Owner>
EventButton<Owner>::~EventButton()
{}
//Checks for collision and
template <typename Owner>
void EventButton<Owner>::Update(InputClass *input)
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{
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if(this->privData.enabled)
{
ButtonState currentState = ButtonState_None;
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static bool outside = false;
static bool clicked = false;
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if(Collision(input))
{
if(input->IsMousePressed())
{
//Change state when the mouse button is pressed
switch(this->privData.previousState)
{
case ButtonState_None:
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outside = true;
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currentState = ButtonState_Hover;
break;
case ButtonState_Hover:
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if(outside == false)
{
clicked = true;
currentState = ButtonState_Pressed;
}
else
{
currentState = ButtonState_Hover;
}
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break;
case ButtonState_Released:
currentState = ButtonState_Hover;
break;
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case ButtonState_Pressed:
case ButtonState_Down:
currentState = ButtonState_Down;
break;
default:
break;
}
}
else
{
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outside = false;
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//Change state when the mouse button is NOT pressed
switch(this->privData.previousState)
{
case ButtonState_None:
case ButtonState_Hover:
case ButtonState_Released:
currentState = ButtonState_Hover;
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clicked = false;
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break;
case ButtonState_Pressed:
case ButtonState_Down:
currentState = ButtonState_Released;
break;
default:
break;
}
}
}
//Only call the callback function when the state has changed.
if(this->privData.previousState != currentState)
SendEvent(currentState);
this->privData.previousState = currentState;
}
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}
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template <typename Owner>
void EventButton<Owner>::SendEvent(ButtonState state)
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{
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if(privData.eventCallback != NULL)
{
Oyster::Event::ButtonEvent<Owner> event;
event.state = state;
event.sender = this;
event.owner = privData.owner;
event.userData = privData.userData;
privData.eventCallback(event);
}
}
//Set if the button should be updated and collided with.
template <typename Owner>
void EventButton<Owner>::SetEnabled(bool enable)
{
this->privData.enabled = enable;
}
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template <typename Owner>
void EventButton<Owner>::SetUserData(void* data)
{
this->privData.userData = data;
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}
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template <typename Owner>
void EventButton<Owner>::SetEventFunc(EventFunc func)
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{
this->privData.EventFunc = EventFunc;
}
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template <typename Owner>
void EventButton<Owner>::SetOwner(Owner owner)
{
this->privData.owner = owner;
}
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template <typename Owner>
bool EventButton<Owner>::Enabled()
{
return this->privData.enabled;
}
template <typename Owner>
unsigned int EventButton<Owner>::GetID()
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{
return this->privData.ID;
}
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/* Something is wrong, can't return EventFunc
template <typename Owner>
EventFunc EventButton<Owner>::GetFunctionPointer()
{
return this->privData.eventCallback;
}*/
template <typename Owner>
Owner EventButton<Owner>::GetOwner()
{
return this->privData.owner;
}
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template <typename Owner>
ButtonState EventButton<Owner>::GetState()
{
return this->privData.previousState;
}
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template <typename Owner>
bool EventButton<Owner>::operator ==(const EventButton<Owner>& obj)
{
return (this->privData.ID == obj.privData.ID);
}
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}
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}
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#endif