//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef BUTTONS_H #define BUTTONS_H #ifdef _WIN32 #pragma once #endif class CBaseButton : public CBaseToggle { public: DECLARE_CLASS( CBaseButton, CBaseToggle ); void Spawn( void ); virtual void Precache( void ); bool CreateVPhysics(); void RotSpawn( void ); bool KeyValue( const char *szKeyName, const char *szValue ); int DrawDebugTextOverlays(); protected: void ButtonActivate( ); void SparkSoundCache( void ); void ButtonTouch( ::CBaseEntity *pOther ); void ButtonSpark ( void ); void TriggerAndWait( void ); void ButtonReturn( void ); void ButtonBackHome( void ); void ButtonUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); bool OnUseLocked( CBaseEntity *pActivator ); virtual void Lock(); virtual void Unlock(); // Input handlers void InputLock( inputdata_t &inputdata ); void InputUnlock( inputdata_t &inputdata ); void InputPress( inputdata_t &inputdata ); void InputPressIn( inputdata_t &inputdata ); void InputPressOut( inputdata_t &inputdata ); virtual int OnTakeDamage( const CTakeDamageInfo &info ); enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN, BUTTON_PRESS }; BUTTON_CODE ButtonResponseToTouch( void ); void Press( CBaseEntity *pActivator, BUTTON_CODE eCode ); DECLARE_DATADESC(); virtual int ObjectCaps(void); Vector m_vecMoveDir; bool m_fStayPushed; // button stays pushed in until touched again? bool m_fRotating; // a rotating button? default is a sliding button. locksound_t m_ls; // door lock sounds byte m_bLockedSound; // ordinals from entity selection byte m_bLockedSentence; byte m_bUnlockedSound; byte m_bUnlockedSentence; bool m_bLocked; int m_sounds; float m_flUseLockedTime; // Controls how often we fire the OnUseLocked output. bool m_bSolidBsp; string_t m_sNoise; // The actual WAV file name of the sound. COutputEvent m_OnDamaged; COutputEvent m_OnPressed; COutputEvent m_OnUseLocked; COutputEvent m_OnIn; COutputEvent m_OnOut; int m_nState; }; // // Rotating button (aka "lever") // class CRotButton : public CBaseButton { public: DECLARE_CLASS( CRotButton, CBaseButton ); void Spawn( void ); bool CreateVPhysics( void ); }; class CMomentaryRotButton : public CRotButton { DECLARE_CLASS( CMomentaryRotButton, CRotButton ); public: void Spawn ( void ); bool CreateVPhysics( void ); virtual int ObjectCaps( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void UseMoveDone( void ); void ReturnMoveDone( void ); void OutputMovementComplete(void); void SetPositionMoveDone(void); void UpdateSelf( float value, bool bPlaySound ); void PlaySound( void ); void UpdateTarget( float value, CBaseEntity *pActivator ); int DrawDebugTextOverlays(void); static CMomentaryRotButton *Instance( edict_t *pent ) { return (CMomentaryRotButton *)GetContainingEntity(pent); } float GetPos(const QAngle &vecAngles); DECLARE_DATADESC(); virtual void Lock(); virtual void Unlock(); // Input handlers void InputSetPosition( inputdata_t &inputdata ); void InputSetPositionImmediately( inputdata_t &inputdata ); void InputDisableUpdateTarget( inputdata_t &inputdata ); void InputEnableUpdateTarget( inputdata_t &inputdata ); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); virtual void Enable( void ); virtual void Disable( void ); bool m_bDisabled; COutputFloat m_Position; COutputEvent m_OnUnpressed; COutputEvent m_OnFullyOpen; COutputEvent m_OnFullyClosed; COutputEvent m_OnReachedPosition; int m_lastUsed; QAngle m_start; QAngle m_end; float m_IdealYaw; string_t m_sNoise; bool m_bUpdateTarget; // Used when jiggling so that we don't jiggle the target (door, etc) int m_direction; float m_returnSpeed; float m_flStartPosition; protected: void UpdateThink( void ); }; #endif // BUTTONS_H