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/*
* Copyright (C) 2016-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "games/controllers/input/PhysicalFeature.h"
#include "games/controllers/windows/IConfigurationWindow.h"
#include "guilib/GUIButtonControl.h"
#include <string>
namespace KODI
{
namespace GAME
{
class CGUIFeatureButton : public CGUIButtonControl, public IFeatureButton
{
public:
CGUIFeatureButton(const CGUIButtonControl& buttonTemplate,
IConfigurationWizard* wizard,
const CPhysicalFeature& feature,
unsigned int index);
~CGUIFeatureButton() override = default;
// implementation of CGUIControl via CGUIButtonControl
void OnUnFocus() override;
// partial implementation of IFeatureButton
const CPhysicalFeature& Feature() const override { return m_feature; }
INPUT::CARDINAL_DIRECTION GetCardinalDirection() const override
{
return INPUT::CARDINAL_DIRECTION::NONE;
}
JOYSTICK::WHEEL_DIRECTION GetWheelDirection() const override
{
return JOYSTICK::WHEEL_DIRECTION::NONE;
}
JOYSTICK::THROTTLE_DIRECTION GetThrottleDirection() const override
{
return JOYSTICK::THROTTLE_DIRECTION::NONE;
}
protected:
bool DoPrompt(const std::string& strPrompt,
const std::string& strWarn,
const std::string& strFeature,
CEvent& waitEvent);
// FSM helper
template<typename T>
T GetNextState(T state)
{
return static_cast<T>(static_cast<int>(state) + 1);
}
const CPhysicalFeature m_feature;
private:
IConfigurationWizard* const m_wizard;
};
} // namespace GAME
} // namespace KODI
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