mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
167 lines
4.5 KiB
C++
167 lines
4.5 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "vehicle/Button.h"
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#include "utilities/parser.h"
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#include "model/Model3d.h"
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#include "vehicle/DynObj.h"
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#include "Console.h"
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#include "utilities/Logs.h"
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#include "rendering/renderer.h"
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void TButton::Clear(int i)
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{
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*this = TButton();
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if( i >= 0 ) {
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FeedbackBitSet( i );
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}
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Update(); // kasowanie bitu Feedback, o ile jakiś ustawiony
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};
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bool TButton::Init( std::string const &asName, TModel3d const *pModel, bool bNewOn ) {
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if( pModel == nullptr ) { return false; }
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pModelOn = pModel->GetFromName( asName + "_on" );
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pModelOff = pModel->GetFromName( asName + "_off" );
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m_state = bNewOn;
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Update();
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return( ( pModelOn != nullptr ) || ( pModelOff != nullptr ) );
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};
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void TButton::Load( cParser &Parser, TDynamicObject const *Owner ) {
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std::string submodelname;
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Parser.getTokens();
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if( Parser.peek() != "{" ) {
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// old fixed size config
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Parser >> submodelname;
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}
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else {
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// new, block type config
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// TODO: rework the base part into yaml-compatible flow style mapping
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submodelname = Parser.getToken<std::string>( false );
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while( true == Load_mapping( Parser ) ) {
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; // all work done by while()
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}
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}
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// bind defined sounds with the button owner
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m_soundfxincrease.owner( Owner );
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m_soundfxdecrease.owner( Owner );
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std::array<TModel3d *, 3> sources { Owner->mdKabina, Owner->mdLowPolyInt, Owner->mdModel };
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for( auto const *source : sources ) {
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if( true == Init( submodelname, source, false ) ) {
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// got what we wanted, don't need to search further
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break;
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}
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}
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if( ( pModelOn == nullptr )
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&& ( pModelOff == nullptr ) ) {
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// if we failed to locate even one state submodel, cry
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ErrorLog( "Bad model: failed to locate sub-model \"" + submodelname + "\" in 3d model(s) of \"" + Owner->name() + "\"", logtype::model );
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}
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// pass submodel location to defined sounds
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auto const nulloffset { glm::vec3{} };
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auto const offset { model_offset() };
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if( m_soundfxincrease.offset() == nulloffset ) {
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m_soundfxincrease.offset( offset );
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}
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if( m_soundfxdecrease.offset() == nulloffset ) {
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m_soundfxdecrease.offset( offset );
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}
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}
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bool
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TButton::Load_mapping( cParser &Input ) {
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// token can be a key or block end
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std::string const key { Input.getToken<std::string>( true, "\n\r\t ,;" ) };
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if( ( true == key.empty() ) || ( key == "}" ) ) { return false; }
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// if not block end then the key is followed by assigned value or sub-block
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if( key == "soundinc:" ) { m_soundfxincrease.deserialize( Input, sound_type::single ); }
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else if( key == "sounddec:" ) { m_soundfxdecrease.deserialize( Input, sound_type::single ); }
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return true; // return value marks a key: value pair was extracted, nothing about whether it's recognized
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}
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// returns offset of submodel associated with the button from the model centre
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glm::vec3
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TButton::model_offset() const {
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auto const
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submodel { (
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pModelOn ? pModelOn :
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pModelOff ? pModelOff :
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nullptr ) };
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return (
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submodel != nullptr ?
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submodel->offset( std::numeric_limits<float>::max() ) :
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glm::vec3() );
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}
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void
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TButton::Turn( bool const State ) {
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if( State != m_state ) {
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m_state = State;
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play();
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Update();
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}
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}
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void TButton::Update( bool const Power ) {
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// TODO: remove passing manually power state when LD is in place
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auto const state { Power && ( bData ? *bData : m_state ) };
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if( state != m_state ) {
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m_state = state;
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play();
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}
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if( pModelOn != nullptr ) { pModelOn->iVisible = m_state; }
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if( pModelOff != nullptr ) { pModelOff->iVisible = (!m_state); }
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#ifdef _WIN32
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if (iFeedbackBit) {
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// jeżeli generuje informację zwrotną
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if (m_state) // zapalenie
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Console::BitsSet(iFeedbackBit);
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else
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Console::BitsClear(iFeedbackBit);
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}
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#endif
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};
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void TButton::AssignBool(bool const *bValue) {
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bData = bValue;
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}
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void
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TButton::play() {
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if( m_state == true ) { m_soundfxincrease.play(); }
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else { m_soundfxdecrease.play(); }
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}
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void
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TButton::gain(float new_volume) {
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m_soundfxincrease.gain(new_volume);
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m_soundfxdecrease.gain(new_volume);
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}
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