#pragma once /* ----------------------------------------------------------------------------- Class: InputQueue Desc: Stores a list of the most recently pressed MenuInputs for each player. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "MenuInput.h" #include "GameConstantsAndTypes.h" const int MAX_INPUT_QUEUE_LENGTH = 8; class InputQueue { public: InputQueue() { for( int p=0; p= MAX_INPUT_QUEUE_LENGTH ) // full m_aQueue[p].RemoveAt( 0, m_aQueue[p].GetSize()-MAX_INPUT_QUEUE_LENGTH+1 ); m_aQueue[p].Add( MenuButtonAndTime(b,TIMER->GetTimeSinceStart()) ); }; bool MatchesPattern( const PlayerNumber p, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack = -1 ) { if( fMaxSecondsBack == -1 ) fMaxSecondsBack = 0.4f + iNumButtons*0.15f; float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack; int sequence_index = iNumButtons-1; // count down for( int queue_index=m_aQueue[p].GetSize()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest { MenuButtonAndTime BandT = m_aQueue[p][queue_index]; if( BandT.button != button_sequence[sequence_index] || BandT.fTime < fOldestTimeAllowed ) { return false; } if( sequence_index == 0 ) // we matched the whole pattern { m_aQueue[p].RemoveAll(); // empty the queue so we don't match on it again return true; } sequence_index--; } return false; } protected: struct MenuButtonAndTime { MenuButtonAndTime() {} MenuButtonAndTime( MenuButton b, float t ) { button = b; fTime = t; }; MenuButton button; float fTime; }; CArray m_aQueue[NUM_PLAYERS]; }; extern InputQueue* INPUTQUEUE; // global and accessable from anywhere in our program