fButtonState
uint32 fButtonState;
fButtonState(STATE_ENABLED),
if (!(fButtonState & flags)) {
fButtonState |= flags;
if (fButtonState & flags) {
fButtonState &= ~flags;
return (fButtonState & flags);
uint32 fButtonState;
fButtonState = fButtonState ? false : true;
if (fButtonState) {
bool ButtonState() { return fButtonState; };
bool fButtonState;
fButtonState = state;
fRecordButton->SetEnabled(fButtonState != btnPlaying);
fPlayButton->SetEnabled((fButtonState != btnRecording) && hasSelection);
fRewindButton->SetEnabled((fButtonState != btnRecording) && hasSelection);
fForwardButton->SetEnabled((fButtonState != btnRecording) && hasSelection);
fStopButton->SetEnabled(fButtonState != btnPaused);
fSaveButton->SetEnabled(hasSelection && (fButtonState != btnRecording));
fInputField->SetEnabled(fButtonState != btnRecording);
fButtonState = btnPaused;
if (fButtonState != btnPaused) {
BtnState fButtonState;
fButtonState(0),
fButtonState |= flags;
fButtonState &= ~flags;
return (fButtonState & flags) != 0;