add bDown
This commit is contained in:
@@ -305,12 +305,16 @@ public:
|
||||
* This should be 0 for analog axes within the dead zone. */
|
||||
float level;
|
||||
|
||||
/* Whether this button is pressed. This is level with a threshold and debouncing
|
||||
* applied. */
|
||||
bool bDown;
|
||||
|
||||
RageTimer ts;
|
||||
|
||||
DeviceInput(): device(InputDevice_Invalid), button(DeviceButton_Invalid), level(0), ts(RageZeroTimer) { }
|
||||
DeviceInput( InputDevice d, DeviceButton b, float l=0 ): device(d), button(b), level(l), ts(RageZeroTimer) { }
|
||||
DeviceInput(): device(InputDevice_Invalid), button(DeviceButton_Invalid), level(0), bDown(false), ts(RageZeroTimer) { }
|
||||
DeviceInput( InputDevice d, DeviceButton b, float l=0 ): device(d), button(b), level(l), bDown(l > 0.5), ts(RageZeroTimer) { }
|
||||
DeviceInput( InputDevice d, DeviceButton b, float l, const RageTimer &t ):
|
||||
device(d), button(b), level(l), ts(t) { }
|
||||
device(d), button(b), level(l), bDown(level > 0.5), ts(t) { }
|
||||
|
||||
bool operator==( const DeviceInput &other ) const
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user