/* 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/. */ #pragma once #include "Classes.h" #include "sound.h" enum class TGaugeAnimation { // typ ruchu gt_Unknown, // na razie nie znany gt_Rotate, // obrót gt_Move, // przesunięcie równoległe gt_Wiper, // obrót trzech kolejnych submodeli o ten sam kąt (np. wycieraczka, drzwi harmonijkowe) gt_Digital // licznik cyfrowy, np. kilometrów }; enum class TGaugeType : int { toggle = 1 << 0, push = 1 << 1, delayed = 1 << 2, pushtoggle = ( toggle | push ), push_delayed = ( push | delayed ), pushtoggle_delayed = ( toggle | push | delayed ) }; // animowany wskaźnik, mogący przyjmować wiele stanów pośrednich class TGauge { public: // methods TGauge() = default; explicit TGauge( sound_source const &Soundtemplate ); inline void Clear() { *this = TGauge(); } void Init(TSubModel *Submodel, TSubModel *Submodelon, TGaugeAnimation Type, float Scale = 1, float Offset = 0, float Friction = 0, float Value = 0, float const Endvalue = -1.0, float const Endscale = -1.0, bool const Interpolate = false ); void Load(cParser &Parser, TDynamicObject const *Owner, double const mul = 1.0); bool UpdateValue( float fNewDesired ); bool UpdateValue( float fNewDesired, std::optional &Fallbacksound ); void PutValue(float fNewDesired); float GetValue() const; float GetDesiredValue() const; void Update( bool const Power = true ); void AssignFloat(float *fValue); void AssignDouble(double *dValue); void AssignInt(int *iValue); void AssignBool(bool *bValue); void UpdateValue(); void AssignState( bool const *State ); // returns offset of submodel associated with the button from the model centre glm::vec3 model_offset() const; TGaugeType type() const; inline bool is_push() const { return ( static_cast( type() ) & static_cast( TGaugeType::push ) ) != 0; } inline bool is_toggle() const { return ( static_cast( type() ) & static_cast( TGaugeType::toggle ) ) != 0; } bool is_delayed() const { return ( static_cast( type() ) & static_cast( TGaugeType::delayed ) ) != 0; } // members TSubModel *SubModel { nullptr }, // McZapkie-310302: zeby mozna bylo sprawdzac czy zainicjowany poprawnie *SubModelOn { nullptr }; // optional submodel visible when the state input is set private: // types struct scratch_data { std::optional< std::array > soundproofing; }; // methods // imports member data pair from the config file bool Load_mapping( cParser &Input, TGauge::scratch_data &Scratchpad ); float GetScaledValue() const; void UpdateAnimation( TSubModel *Submodel ); // members TGaugeAnimation m_animation { TGaugeAnimation::gt_Unknown }; // typ ruchu TGaugeType m_type { TGaugeType::toggle }; // switch type float m_friction { 0.f }; // hamowanie przy zliżaniu się do zadanej wartości float m_targetvalue { 0.f }; // wartość docelowa float m_value { 0.f }; // wartość obecna float m_offset { 0.f }; // wartość początkowa ("0") float m_scale { 1.f }; // scale applied to the value at the start of accepted value range float m_endscale { -1.f }; // scale applied to the value at the end of accepted value range float m_endvalue { -1.f }; // end value of accepted value range bool m_interpolatescale { false }; char m_datatype; // typ zmiennej parametru: f-float, d-double, i-int union { // wskaźnik na parametr pokazywany przez animację float *fData; double *dData { nullptr }; int *iData; bool *bData; }; bool m_state { false }; // visibility of the control's submodel(s); false : default, true: active bool const *m_stateinput { nullptr }; // bound variable determining visibility of the control's submodel(s) int m_soundtype { 0 }; // toggle between exclusive and multiple sound generation sound_source m_soundtemplate { sound_placement::internal, EU07_SOUND_CABCONTROLSCUTOFFRANGE }; // shared properties for control's sounds sound_source m_soundfxon { m_soundtemplate }; // sound associated with switching the control to active state sound_source m_soundfxoff { m_soundtemplate }; // sound associated with switching the control to default state sound_source m_soundfxincrease { m_soundtemplate }; // sound associated with increasing control's value sound_source m_soundfxdecrease { m_soundtemplate }; // sound associated with decreasing control's value std::map m_soundfxvalues; // sounds associated with specific values }; //---------------------------------------------------------------------------