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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #258 from Areloch/BaseGameThemeUpdate
Updates the BaseGame UI theme
This commit is contained in:
commit
4890ed8789
96 changed files with 1669 additions and 2612 deletions
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@ -278,7 +278,7 @@ void GuiGameListMenuCtrl::onRenderSliderOption(Row* row, Point2I currentOffset)
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bool isRowSelected = (getSelected() != NO_ROW) && (row == mRows[getSelected()]);
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bool isRowHighlighted = (getHighlighted() != NO_ROW) ? ((row == mRows[getHighlighted()]) && (row->mEnabled)) : false;
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if (profileHasArrows)
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/*if (profileHasArrows)
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{
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// render the left arrow
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bool arrowOnL = (isRowSelected || isRowHighlighted) && (row->mValue > row->mRange.x);
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@ -297,7 +297,7 @@ void GuiGameListMenuCtrl::onRenderSliderOption(Row* row, Point2I currentOffset)
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drawer->clearBitmapModulation();
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drawer->drawBitmapStretchSR(profile->mTextureObject, RectI(arrowOffset, arrowExtent), profile->getBitmapArrayRect((U32)iconIndex));
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}
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}*/
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//Draw the slider bar
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if (row->mEnabled)
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@ -324,8 +324,8 @@ void GuiGameListMenuCtrl::onRenderSliderOption(Row* row, Point2I currentOffset)
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ColorI barOutlineColor;
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if (isRowSelected)
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{
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barColor = profile->mFillColorHL;
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barOutlineColor = profile->mFillColor;
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barColor = profile->mFillColor;
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barOutlineColor = profile->mFillColorSEL;
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}
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else
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{
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@ -818,6 +818,8 @@ bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
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{
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bool isModifier = false;
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bool state = event.action == SI_MAKE;
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switch (event.objInst)
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{
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case KEY_LCONTROL:
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@ -837,12 +839,12 @@ bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
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if (!ActionMap::getKeyString(event.objInst, keyString))
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return false;
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onInputEvent_callback(deviceString, keyString, event.action);
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onInputEvent_callback(deviceString, keyString, state);
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}
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else
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{
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const char* actionString = ActionMap::buildActionString(&event);
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onInputEvent_callback(deviceString, actionString, event.action);
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onInputEvent_callback(deviceString, actionString, state);
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}
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}
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else if (event.objType == SI_AXIS || event.objType == SI_INT || event.objType == SI_FLOAT)
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@ -1159,10 +1161,22 @@ void GuiGameListMenuCtrl::changeOption(Row* row, S32 delta)
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}
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row->mSelectedOption = newSelection;
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if (row->mMode == GuiGameListMenuCtrl::Row::Slider)
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{
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row->mValue += row->mStepSize * delta;
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row->mValue = mRound(row->mValue / row->mStepSize) * row->mStepSize;
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if (row->mValue < row->mRange.x)
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row->mValue = row->mRange.x;
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if (row->mValue > row->mRange.y)
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row->mValue = row->mRange.y;
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}
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static StringTableEntry LEFT = StringTable->insert("LEFT", true);
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static StringTableEntry RIGHT = StringTable->insert("RIGHT", true);
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if (row->mScriptCallback != NULL)
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if (row->mScriptCallback != NULL && (row->mSelectedOption != NO_OPTION && row->mMode != GuiGameListMenuCtrl::Row::Slider))
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{
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setThisControl();
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StringTableEntry direction = NULL;
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@ -1712,9 +1726,6 @@ void GuiGameListMenuProfile::initPersistFields()
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removeField("modal");
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removeField("opaque");
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removeField("fillColor");
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removeField("fillColorHL");
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removeField("fillColorNA");
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removeField("border");
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removeField("borderThickness");
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removeField("borderColor");
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@ -1075,14 +1075,12 @@ bool GuiCanvas::processGamepadEvent(InputEventInfo &inputEvent)
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switch (inputEvent.objInst)
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{
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case XI_LEFT_TRIGGER:
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case XI_RIGHT_TRIGGER:
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case SI_ZAXIS:
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case SI_RZAXIS:
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return mFirstResponder->onGamepadTrigger(mLastEvent);
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case SI_ZAXIS:
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case SI_YAXIS:
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case XI_THUMBLY:
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case XI_THUMBRY:
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case SI_RYAXIS:
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if (!negative)
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{
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return mFirstResponder->onGamepadAxisDown(mLastEvent);
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@ -1093,8 +1091,7 @@ bool GuiCanvas::processGamepadEvent(InputEventInfo &inputEvent)
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}
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case SI_XAXIS:
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case XI_THUMBLX:
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case XI_THUMBRX:
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case SI_RXAXIS:
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default:
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if (negative)
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{
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@ -132,6 +132,12 @@ bool GuiFadeinBitmapCtrl::onKeyDown(const GuiEvent &)
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return true;
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}
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bool GuiFadeinBitmapCtrl::onGamepadButtonDown(const GuiEvent& event)
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{
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click_callback();
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return true;
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}
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//-----------------------------------------------------------------------------
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bool GuiFadeinBitmapCtrl::onWake()
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@ -72,6 +72,7 @@ class GuiFadeinBitmapCtrl : public GuiBitmapCtrl
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virtual void onPreRender();
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virtual void onMouseDown(const GuiEvent &);
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virtual bool onKeyDown(const GuiEvent &);
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virtual bool onGamepadButtonDown(const GuiEvent& event);
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virtual bool onWake();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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