2013-04-19 02:52:48 +00:00
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#ifndef __CL_INPUT_HOTSWAP_H
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#define __CL_INPUT_HOTSWAP_H
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#define HOTSWAP_ID_WHITE 0
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#define HOTSWAP_ID_BLACK 1
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#define HOTSWAP_CAT_WEAPON 0
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#define HOTSWAP_CAT_ITEM 1
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#define HOTSWAP_CAT_FORCE 2
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class HotSwapManager
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{
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private:
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bool down; //Is the button down?
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bool noExec; //Don't execute the button's bind.
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bool noBind; //Don't bind the button.
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bool forceBound;//Is a force power currently bound?
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int downTime; //How long the button has been held down.
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int bindTime; //How long the button has been down with the selection up.
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int uniqueID; //Unique ID for this button.
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//Return the binding for the button, or NULL if none.
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char *GetBinding(void);
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//Returns true if the weapon/force/item select screen is up.
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bool HUDInBindState(void);
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//Returns true if the weapon/force/item select screen is up.
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bool ForceSelectUp(void);
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bool WeaponSelectUp(void);
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bool ItemSelectUp(void);
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//Binds the button based on the current HUD selection.
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void Bind(void);
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//Execute the current bind, if there is one.
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void Execute(void);
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//Reset the object to the default state.
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void Reset(void);
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public:
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HotSwapManager(int uniqueID);
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//Call every frame. Uses cg.frametime to increment timers.
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void Update(void);
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//Set the button down or up.
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void SetDown(void);
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void SetUp(void);
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//Returns true if the button is currently down.
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bool ButtonDown(void) { return down; }
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};
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//External bind function for sharing with UI.
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extern void HotSwapBind(int buttonID, int category, int value);
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#endif
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