Adds proper documentation and explains some of the navigation/menu usage behavior via the BaseUI example menus

This commit is contained in:
JeffR 2022-05-09 16:17:22 -05:00
parent 41add628ad
commit 07b3e2789e
6 changed files with 260 additions and 5 deletions

View file

@ -26,18 +26,30 @@ btn_start = Start
btn_back = Back/Select
*/
//==============================================================================
/// Summary:
/// This is used with the main UI menu lists, when a non-axis input event is called
/// such as pressing a button
/// It is called from the engine
///
/// \param %device (string) The name of the device the input event is coming fromt
/// \param %action (string) The specific key/input action
/// \param %state (bool) The down/up state of the event sent
function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
{
if(%state)
$activeMenuButtonContainer.processInputs(%device, %action);
}
//==============================================================================
/// Summary:
/// This is used with the main UI menu lists, when an axis input event is called
/// such as moving a joystick
/// It is called from the engine
///
/// \param %device (string) The name of the device the input event is coming fromt
/// \param %action (string) The specific key/input action
/// \param %axisVal (float) The float value of the axis event
function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
{
//Skip out of the value is too low as it could just be noise or miscalibrated defaults
@ -47,6 +59,8 @@ function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
$activeMenuButtonContainer.processAxisEvent(%device, %action);
}
//==============================================================================
/// Summary:
/// Sets the command and text for the specified button. If %text and %command
/// are left empty, the button will be disabled and hidden.
///
@ -83,6 +97,9 @@ function MenuInputButton::set(%this, %gamepadButton, %keyboardButton, %text, %co
%this.refresh();
}
//==============================================================================
/// Summary:
/// Disables the MenuInputButton, marking it as not to consume inputs or display
function MenuInputButton::disable(%this)
{
%this.setText("");
@ -91,6 +108,8 @@ function MenuInputButton::disable(%this)
%this.setVisible(false);
}
//==============================================================================
/// Summary:
/// Refreshes the specific button, updating it's visbility status and the displayed input image
function MenuInputButton::refresh(%this)
{
@ -203,6 +222,8 @@ function MenuInputButton::refresh(%this)
return true;
}
//==============================================================================
/// Summary:
/// Refreshes a menu input container, updating the buttons inside it
function MenuInputButtonContainer::refresh(%this)
{
@ -215,6 +236,8 @@ function MenuInputButtonContainer::refresh(%this)
}
}
//==============================================================================
/// Summary:
/// Sets the given MenuInputButtonContainer as the active one. This directs input events
/// to it's buttons, ensures it's visible, and auto-hides the old active container if it was set
function MenuInputButtonContainer::setActive(%this)
@ -227,6 +250,8 @@ function MenuInputButtonContainer::setActive(%this)
$activeMenuButtonContainer.refresh();
}
//==============================================================================
/// Summary:
/// Checks the input manager for if we have a gamepad active and gets it's name
/// If we have one, also sets the active input type to gamepad
function MenuInputButtonContainer::checkGamepad(%this)
@ -241,12 +266,17 @@ function MenuInputButtonContainer::checkGamepad(%this)
$activeControllerType = "gamepad";
}
//==============================================================================
/// Summary:
/// This is called by the earlier inputs callback that comes from the menu list
/// this allows us to first check what the input type is, and if the device is different
/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
/// the display
/// Then we process the input to see if it matches to any of the button maps for our
/// MenuInputButtons. If we have a match, we execute it's command.
///
/// \param %device (string) The device that is causing the input event
/// \param %action (string) The name of the input action
function MenuInputButtonContainer::processInputs(%this, %device, %action)
{
//check to see if our status has changed
@ -305,10 +335,16 @@ function MenuInputButtonContainer::processInputs(%this, %device, %action)
}
}
//==============================================================================
/// Summary:
/// This is called by the earlier inputs callback that comes from the menu list
/// this allows us to first check what the input type is, and if the device is different
/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
/// the display
///
/// \param %device (string) The name of the device the input event is coming fromt
/// \param %action (string) The specific key/input action
/// \param %axisVal (float) The float value of the axis event
function MenuInputButtonContainer::processAxisEvent(%this, %device, %action, %axisVal)
{
//check to see if our status has changed
@ -367,6 +403,15 @@ function onSDLDeviceDisconnected(%sdlIndex)
// This'll let the active menu list be navigated, as well as buttons be processed
// and ultimately handled by the Input Buttons above
//==============================================================================
//==============================================================================
/// Summary:
/// This is used with the main UI menu lists, when an axis input event is called
/// such as moving a joystick
/// It is called from the engine
///
/// \param %device (string) The name of the device the input event is coming fromt
/// \param %action (string) The specific key/input action
/// \param %axisVal (float) The float value of the axis event
function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
{
//this is to force a refresh of the menu
@ -416,6 +461,15 @@ function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
}
}
//==============================================================================
/// Summary:
/// This is used with the main UI menu lists, when a non-axis input event is called
/// such as pressing a button
/// It is called from the engine
///
/// \param %device (string) The name of the device the input event is coming fromt
/// \param %action (string) The specific key/input action
/// \param %state (bool) The down/up state of the event sent
function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
{
if(%action $= "upov" || %action $= "dpov" || %action $= "lpov" || %action $= "rpov")
@ -432,6 +486,10 @@ function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
// Menu List processing
// These functions manage the navigation and activation of the Menu Lists
//==============================================================================
//==============================================================================
/// Summary:
/// Is the GUIContainer with this MenuList namespace the 'active' menulist as far
/// as UI interfaces is concerned?
function MenuList::isActiveMenuList(%this)
{
if($activeMenuList == %this)
@ -440,6 +498,14 @@ function MenuList::isActiveMenuList(%this)
return false;
}
//==============================================================================
/// Summary:
/// Sets the GUIContainer with this MenuList namespace as the active menulist.
/// This means that any input events caught in MenuInputHandlers is directed at
/// this menu list to navigate it
///
/// \param %startPosition (Point2F) The X and Y starting positions of the selection for this menuList
/// \param %menuMode (string) Indicates the mode/type of menuList, allowing for special behaviors depending on type
function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
{
if(%startPosition $= "")
@ -456,7 +522,9 @@ function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
%this.refresh();
}
//==============================================================================
/// Summary:
/// Activates the currently highlighted child object
function MenuList::activate(%this)
{
//check for a highlighted element
@ -467,6 +535,11 @@ function MenuList::activate(%this)
}
}
//==============================================================================
/// Summary:
/// refreshes the menuList, updating children highlight status and if there is
/// a button pointer control defined on our list, we update it's position as
/// needed
function MenuList::refresh(%this)
{
%selectedObject = -1;
@ -516,6 +589,10 @@ function MenuList::refresh(%this)
}
}
//==============================================================================
/// Summary:
/// Selects the next 'up' child item in the menuList. If the current is the topmost
/// then nothing happens
function MenuList::navigateUp(%this)
{
$activeMenuList.ListPosition.y -= 1;
@ -525,6 +602,10 @@ function MenuList::navigateUp(%this)
%this.refresh();
}
//==============================================================================
/// Summary:
/// Selects the next 'down' child item in the menuList. If the current is the bottommost
/// then nothing happens
function MenuList::navigateDown(%this)
{
$activeMenuList.ListPosition.y += 1;
@ -534,6 +615,10 @@ function MenuList::navigateDown(%this)
%this.refresh();
}
//==============================================================================
/// Summary:
/// Selects the next 'left' child item in the menuList. If the current item is the leftmost
/// then nothing happens
function MenuList::navigateLeft()
{
//Atm, we're only handling specific control types, namely options entries, but
@ -564,6 +649,10 @@ function MenuList::navigateLeft()
}
}
//==============================================================================
/// Summary:
/// Selects the next 'right' child item in the menuList. If the current item is the rightmost
/// then nothing happens
function MenuList::navigateRight()
{
%btn = $activeMenuList.getObject($activeMenuList.ListPosition.y);
@ -590,13 +679,24 @@ function MenuList::navigateRight()
}
}
//==============================================================================
/// Summary:
/// Gets the current vertical positionally selected child object
function MenuList::getActiveRow(%this)
{
return $activeMenuList.ListPosition.y;
}
//==============================================================================
/// Summary:
/// Called from the engine when a GUIButtonBase-derived class with MenuListButton namespace class
/// has its highlighting status changed. Allows us to react to this change of state and trigger refreshse
/// or other events to keep the navigation tracking up to date
///
/// \param %state (bool) The on/off state of the button being highlighted
function MenuListButton::onHighlighted(%this, %state)
{
echo("MenuListButton::onHighlighted() - " @ %this.internalName @ " was " @ %state @ " highlighted");
%parentContainer = %this.getParent();
if(%parentContainer.class $= "MenuList" || %parentContainer.superClass $= "MenuList")
{
@ -607,6 +707,7 @@ function MenuListButton::onHighlighted(%this, %state)
%parentContainer.buttonPointerCtrl.setHidden(false);
%buttonCenter = %this.getGlobalCenter();
echo(" - button center:" @ %buttonCenter);
if(%parentContainer.centerButtonPointerCtrl)
{
@ -617,7 +718,12 @@ function MenuListButton::onHighlighted(%this, %state)
//if we're not centering, then left-justify
%parentContainer.buttonPointerCtrl.setGlobalCenter(%buttonCenter.x - %this.extent.x / 2, %buttonCenter.y);
}
echo(" - pointer position:" @ %parentContainer.buttonPointerCtrl.getPosition());
}
/*else
{
%parentContainer.buttonPointerCtrl.setHidden(true);
}*/
}
}
}