/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "Button.h" #include "parser.h" #include "Model3d.h" #include "Console.h" #include "logs.h" #include "renderer.h" void TButton::Clear(int i) { pModelOn = nullptr; pModelOff = nullptr; m_state = false; if (i >= 0) FeedbackBitSet(i); Update(); // kasowanie bitu Feedback, o ile jakiś ustawiony }; void TButton::Init( std::string const &asName, TModel3d *pModel, bool bNewOn ) { if( pModel == nullptr ) { return; } pModelOn = pModel->GetFromName( asName + "_on" ); pModelOff = pModel->GetFromName( asName + "_off" ); m_state = bNewOn; Update(); }; void TButton::Load( cParser &Parser, TDynamicObject const *Owner, TModel3d *pModel1, TModel3d *pModel2 ) { std::string submodelname; Parser.getTokens(); if( Parser.peek() != "{" ) { // old fixed size config Parser >> submodelname; } else { // new, block type config // TODO: rework the base part into yaml-compatible flow style mapping submodelname = Parser.getToken( false ); while( true == Load_mapping( Parser ) ) { ; // all work done by while() } } // bind defined sounds with the button owner m_soundfxincrease.owner( Owner ); m_soundfxdecrease.owner( Owner ); if( pModel1 ) { // poszukiwanie submodeli w modelu Init( submodelname, pModel1, false ); } if( ( pModelOn == nullptr ) && ( pModelOff == nullptr ) && ( pModel2 != nullptr ) ) { // poszukiwanie submodeli w modelu Init( submodelname, pModel2, false ); } if( ( pModelOn == nullptr ) && ( pModelOff == nullptr ) ) { // if we failed to locate even one state submodel, cry ErrorLog( "Bad model: failed to locate sub-model \"" + submodelname + "\" in 3d model \"" + pModel1->NameGet() + "\"", logtype::model ); } // pass submodel location to defined sounds auto const offset { model_offset() }; m_soundfxincrease.offset( offset ); m_soundfxdecrease.offset( offset ); } bool TButton::Load_mapping( cParser &Input ) { // token can be a key or block end std::string const key { Input.getToken( true, "\n\r\t ,;" ) }; if( ( true == key.empty() ) || ( key == "}" ) ) { return false; } // if not block end then the key is followed by assigned value or sub-block if( key == "soundinc:" ) { m_soundfxincrease.deserialize( Input, sound_type::single ); } else if( key == "sounddec:" ) { m_soundfxdecrease.deserialize( Input, sound_type::single ); } return true; // return value marks a key: value pair was extracted, nothing about whether it's recognized } // returns offset of submodel associated with the button from the model centre glm::vec3 TButton::model_offset() const { auto const submodel { ( pModelOn ? pModelOn : pModelOff ? pModelOff : nullptr ) }; return ( submodel != nullptr ? submodel->offset( 2.5f ) : glm::vec3() ); } void TButton::Turn( bool const State ) { if( State != m_state ) { m_state = State; play(); Update(); } } void TButton::Update() { if( ( bData != nullptr ) && ( *bData != m_state ) ) { m_state = ( *bData ); play(); } if( pModelOn != nullptr ) { pModelOn->iVisible = m_state; } if( pModelOff != nullptr ) { pModelOff->iVisible = (!m_state); } if (iFeedbackBit) { // jeżeli generuje informację zwrotną if (m_state) // zapalenie Console::BitsSet(iFeedbackBit); else Console::BitsClear(iFeedbackBit); } }; void TButton::AssignBool(bool const *bValue) { bData = bValue; } void TButton::play() { if( m_state == true ) { m_soundfxincrease.play(); } else { m_soundfxdecrease.play(); } }