Example #1
0
        /* Read button in a loop */
        private void buttonReader()
        {
            bool curr = false, prev = false;

            while (!cts.Token.IsCancellationRequested)
            {
                /* Read current button state */
                curr = switchPin.read();

                if (curr != prev)
                {
                    if (curr == true && prev == false)
                    {
                        this.currState = BUTTON_STATE.BUTTON_DOWN;
                        stateChanged?.Invoke(BUTTON_STATE.BUTTON_DOWN);
                    }
                    else
                    {
                        this.currState = BUTTON_STATE.BUTTON_UP;
                        stateChanged?.Invoke(BUTTON_STATE.BUTTON_UP);
                    }
                    prev = curr;
                }
                Thread.Sleep(1);
            }
        }
 public void SetActionState(string action, BUTTON_STATE state)
 {
     if (actionStates.ContainsKey(action))
     {
         actionStates[action] = state;
     }
 }
Example #3
0
 public Button(Sprite sprite, MouseInput mouseInput)
 {
     _buttonSprite = sprite;
     _buttonSprite.BindParent(this);
     _mouseInput = mouseInput;
     _state      = BUTTON_STATE.RELEASED;
     _selection  = BUTTON_SELECT.NONE;
     _lock       = LOCK.LOCKED;
 }
Example #4
0
 public Button(Sprite sprite, MouseInput mouseInput)
 {
     _buttonSprite = sprite;
     _buttonSprite.BindParent(this);
     _mouseInput = mouseInput;
     _state = BUTTON_STATE.RELEASED;
     _selection = BUTTON_SELECT.NONE;
     _lock = LOCK.LOCKED;
 }
Example #5
0
 public static bool CheckKeyboardAction(string action, BUTTON_STATE state, KeyBoardComponent kbc)
 {
     if (kbc != null)
     {
         if (kbc.GetActionState(action) == state)
         {
             return(true);
         }
     }
     return(false);
 }
Example #6
0
        protected override void onMouse(Point inPosition, bool isPressed)
        {
            // We check if the mouse is inside our rectangle
            if (inPosition.X > AbsolutePosition.X && inPosition.Y > AbsolutePosition.Y &&
                inPosition.X < AbsolutePosition.X + Measure.Width && inPosition.Y < AbsolutePosition.Y + Measure.Height)
            {
                if (isPressed == true)
                {
                    ButtonState        = BUTTON_STATE.MOUSE_DOWN;
                    MousePressOnButton = true;
                }
                else
                {
                    ButtonState = BUTTON_STATE.MOUSE_OVER;

                    if (MousePressOnButton == true)
                    {
                        // The mouse was pressed over the button and
                        // now released. This is the usual "click"
                        // of a button
                        MousePressOnButton = false;

                        if (Click != null)
                        {
                            // Execute the Click event
                            Click();
                        }
                    }
                }
            }
            else
            {
                // Mouse is not over our Button
                ButtonState        = BUTTON_STATE.MOUSE_UP;
                MousePressOnButton = false;
            }
        }
Example #7
0
 protected virtual void OnPress()
 {
     _state = BUTTON_STATE.PRESSED;
 }
Example #8
0
/******************************************************
 * Function: GetButton
 * Parameters: 
 *		whichPlayer - Players ONE through FOUR
 *		whichButton - A, B, X, Y, Bumper L, Bumper R,
 *			Leftstick Click, Rightstick Click, Start,
 *			Back
 *		whichState - Up or Down
 * Return:
 *		Returns true or false for the desired state of
 *		the desired button of the desired player
 *	*NOTE* - Any advancement of menus should use A for
 *		confirm and B for cancel as Start and Back are
 *		not Android friendly
******************************************************/
	public static bool GetButton(PLAYER_NUMBER whichPlayer, CONTROLLER_BUTTON whichButton, BUTTON_STATE whichState)
	{
		bool buttonValue = false;

		string inputToCheck = "P" + ((int)whichPlayer).ToString() + "_";

		switch (whichButton)
		{
			case CONTROLLER_BUTTON.A:
				inputToCheck += "Button_A";
				break;
			case CONTROLLER_BUTTON.B:
				inputToCheck += "Button_B";
				break;
			case CONTROLLER_BUTTON.X:
				inputToCheck += "Button_X";
				break;
			case CONTROLLER_BUTTON.Y:
				inputToCheck += "Button_Y";
				break;
			case CONTROLLER_BUTTON.BUMPER_L:
				inputToCheck += "Bumper_L";
				break;
			case CONTROLLER_BUTTON.BUMPER_R:
				inputToCheck += "Bumper_R";
				break;
			case CONTROLLER_BUTTON.START:
				inputToCheck += "Start";
				break;
			case CONTROLLER_BUTTON.BACK:
				inputToCheck += "Back";
				break;
			case CONTROLLER_BUTTON.LEFTSTICK_CLICK:
				inputToCheck += "LeftStick_Click";
				break;
			case CONTROLLER_BUTTON.RIGHTSTICK_CLICK:
				inputToCheck += "RightStick_Click";
				break;
			default:
				break;
		}

		if (whichState == BUTTON_STATE.DOWN)
			buttonValue = Input.GetButtonDown(inputToCheck);
		else if (whichState == BUTTON_STATE.UP)
			buttonValue = Input.GetButtonUp(inputToCheck);
		else if (whichState == BUTTON_STATE.HELD)
			buttonValue = Input.GetButton(inputToCheck);

		return buttonValue;

	}
Example #9
0
 protected virtual void OnPress()
 {
     _state = BUTTON_STATE.PRESSED;
 }
Example #10
0
 protected virtual void OnRelease()
 {
     _state = BUTTON_STATE.RELEASED;
 }
Example #11
0
 /// <summary>
 /// 初期化
 /// </summary>
 public void Init(Func <TTTButton, bool> clickFunc)
 {
     m_func     = clickFunc;
     this.State = BUTTON_STATE.EMPTY;
     this.Text  = this.State.ToString();
 }
 // Update is called once per frame
 void Update()
 {
     currentState = nextState;
 }
    public override void Draw( blindGUILayout parentLayout, bool active )
    {
        // If autosize flag is true, resize button based on idle texture
        if (m_autoSizeToTexture) {
            if (m_idleImage != null) {
                m_size.x = m_idleImage.width;
                m_size.y = m_idleImage.height;
            }
        }

        SetButtonGraphics( active & m_enabled );
        Rect buttonFrame = GetFrame(parentLayout);

        if (m_enabled && active) {
            // Toggle button
            if (m_buttonType == blindGUIButton.BUTTON_TYPE.ToggleButton) {
                m_pushed = GUI.Toggle(buttonFrame, m_pushed, "",m_style);

                if (m_pushed) {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Pressed;
                } else {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                }

                if ((m_prevPushState != m_pushed) && (m_buttonStateChangedDelegate != null)) {
                    m_buttonStateChangedDelegate(this, m_pushed);
                }

                m_prevPushState = m_pushed;
            // Radio Button
            } else if (m_buttonType == blindGUIButton.BUTTON_TYPE.RadioButton) {

                bool m_stateBeforePush = m_pushed;
                m_pushed = GUI.Toggle(buttonFrame, m_pushed, "",m_style);

                if (m_stateBeforePush && !m_pushed) {
                    m_pushed = true;
                }

                if (!m_stateBeforePush && m_pushed) {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Pressed;
                    foreach (blindGUIButton button in m_radiobuttonsInGroup) {
                        button.m_pushed = false;
                        if (button.m_buttonStateChangedDelegate != null) {
                            button.m_buttonStateChangedDelegate( button, false);
                        }
                    }
                    if (m_buttonStateChangedDelegate != null) {
                        m_buttonStateChangedDelegate(this, m_pushed);
                    }
                }

                if (m_pushed) {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Pressed;
                } else {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                }

                //m_prevPushState = m_pushed;

            // Repeat Button
            } else if (m_buttonType == blindGUIButton.BUTTON_TYPE.RepeatButton) {
                m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                bool buttonResult = GUI.RepeatButton(buttonFrame, "", m_style);
                if (buttonResult && (m_buttonClickDelegate != null)) {
                    m_buttonClickDelegate(this);
                }

            // Default click button
            } else {
                m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                bool buttonResult = GUI.Button(buttonFrame, "", m_style);
                if (buttonResult && (m_buttonClickDelegate != null)) {
                    m_buttonClickDelegate(this);
                }
            }
        } else {
            GUI.Button(buttonFrame, "", m_style);
        }

        base.Draw(parentLayout, active & m_enabled);
    }
Example #14
0
    public override void Draw(blindGUILayout parentLayout, bool active)
    {
        // If autosize flag is true, resize button based on idle texture
        if (m_autoSizeToTexture)
        {
            if (m_idleImage != null)
            {
                m_size.x = m_idleImage.width;
                m_size.y = m_idleImage.height;
            }
        }

        SetButtonGraphics(active & m_enabled);
        Rect buttonFrame = GetFrame(parentLayout);

        if (m_enabled && active)
        {
            // Toggle button
            if (m_buttonType == blindGUIButton.BUTTON_TYPE.ToggleButton)
            {
                m_pushed = GUI.Toggle(buttonFrame, m_pushed, "", m_style);

                if (m_pushed)
                {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Pressed;
                }
                else
                {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                }

                if ((m_prevPushState != m_pushed) && (m_buttonStateChangedDelegate != null))
                {
                    m_buttonStateChangedDelegate(this, m_pushed);
                }

                m_prevPushState = m_pushed;
                // Radio Button
            }
            else if (m_buttonType == blindGUIButton.BUTTON_TYPE.RadioButton)
            {
                bool m_stateBeforePush = m_pushed;
                m_pushed = GUI.Toggle(buttonFrame, m_pushed, "", m_style);

                if (m_stateBeforePush && !m_pushed)
                {
                    m_pushed = true;
                }

                if (!m_stateBeforePush && m_pushed)
                {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Pressed;
                    foreach (blindGUIButton button in m_radiobuttonsInGroup)
                    {
                        button.m_pushed = false;
                        if (button.m_buttonStateChangedDelegate != null)
                        {
                            button.m_buttonStateChangedDelegate(button, false);
                        }
                    }
                    if (m_buttonStateChangedDelegate != null)
                    {
                        m_buttonStateChangedDelegate(this, m_pushed);
                    }
                }

                if (m_pushed)
                {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Pressed;
                }
                else
                {
                    m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                }

                //m_prevPushState = m_pushed;

                // Repeat Button
            }
            else if (m_buttonType == blindGUIButton.BUTTON_TYPE.RepeatButton)
            {
                m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                bool buttonResult = GUI.RepeatButton(buttonFrame, "", m_style);
                if (buttonResult && (m_buttonClickDelegate != null))
                {
                    m_buttonClickDelegate(this);
                }

                // Default click button
            }
            else
            {
                m_buttonState = blindGUIButton.BUTTON_STATE.Idle;
                bool buttonResult = GUI.Button(buttonFrame, "", m_style);
                if (buttonResult && (m_buttonClickDelegate != null))
                {
                    m_buttonClickDelegate(this);
                }
            }
        }
        else
        {
            GUI.Button(buttonFrame, "", m_style);
        }

        base.Draw(parentLayout, active & m_enabled);
    }
 public static void changeStateButton(BUTTON_STATE newState)
 {
     nextState = newState;
 }
Example #16
0
 protected virtual void OnRelease()
 {
     _state = BUTTON_STATE.RELEASED;
 }
Example #17
0
 public void SetAction(string action, BUTTON_STATE state)
 {
     ActionStates[action] = state;
 }
 void Start()
 {
     instance  = this;
     nextState = BUTTON_STATE.IN_DEFFAULT;
 }