/* The Logitech Controls Assignment SDK, including all accompanying documentation, is protected by intellectual property laws. All rights not expressly granted by Logitech are reserved. */ #include "LogiGameAction.h" using namespace LogitechControlsAssignmentSDK; GameAction::GameAction() { m_isCheckingForInput = FALSE; m_control = NULL; m_ID = -1; } GameAction::~GameAction() { } VOID GameAction::SetControl(Control* control) { m_control = control; StopCheckingForInput(); } Control* GameAction::GetControl() { return m_control; } FLOAT GameAction::GetValue() { if (NULL == m_control) return 0.0f; return m_control->GetValue(); } VOID GameAction::StartCheckingForInput() { m_isCheckingForInput = TRUE; // Reset m_control to NULL in case there was sth assigned before m_control = NULL; } VOID GameAction::StopCheckingForInput() { m_isCheckingForInput = FALSE; } BOOL GameAction::IsCheckingForInput() { return m_isCheckingForInput; } VOID GameAction::ResetIfSameControl(CONST Control* control) { if (m_control == control) { m_control = NULL; } } VOID GameAction::SetID(CONST INT ID) { m_ID = ID; } INT GameAction::GetID() { return m_ID; }