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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-22 08:03:45 +00:00
Input event changes
- New InputEventManager class. It will be used by 3rd party input devices to generate Torque 3D input events. - Expanded the input event signal to include three new floats and a new integer. - Expanded the number of joystick buttons to 48. - The input virtual map is now extendable rather than hard coded. - The input devices types are now extendable rather than hard coded. - New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types. - New SI_VALUE input action type. - ActionMap has been updated to work with these changes. - Removed unnecessary references to platform/event.h
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43 changed files with 923 additions and 316 deletions
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@ -21,7 +21,6 @@
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "platform/event.h"
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#include "windowManager/platformWindowMgr.h"
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#include "gfx/gfxInit.h"
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#include "gfx/gfxDevice.h"
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@ -31,7 +31,6 @@
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#include <windows.h>
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#include "platform/event.h"
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#include "platform/platformInput.h"
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#include "windowManager/win32/winDispatch.h"
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#include "windowManager/win32/win32Window.h"
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@ -310,7 +310,7 @@ void WindowInputGenerator::handleKeyboard( WindowId did, U32 modifier, U32 actio
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//-----------------------------------------------------------------------------
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// Raw input
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//-----------------------------------------------------------------------------
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void WindowInputGenerator::handleInputEvent( U32 deviceInst,F32 fValue, U16 deviceType, U16 objType, U16 ascii, U16 objInst, U8 action, U8 modifier )
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void WindowInputGenerator::handleInputEvent( U32 deviceInst, F32 fValue, F32 fValue2, F32 fValue3, F32 fValue4, S32 iValue, U16 deviceType, U16 objType, U16 ascii, U16 objInst, U8 action, U8 modifier )
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{
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// Skip it if we don't have focus.
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if(!mInputController || !mFocused)
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@ -320,6 +320,10 @@ void WindowInputGenerator::handleInputEvent( U32 deviceInst,F32 fValue, U16 devi
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InputEventInfo event;
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event.deviceInst = deviceInst;
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event.fValue = fValue;
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event.fValue2 = fValue2;
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event.fValue3 = fValue3;
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event.fValue4 = fValue4;
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event.iValue = iValue;
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event.deviceType = (InputDeviceTypes)deviceType;
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event.objType = (InputEventType)objType;
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event.ascii = ascii;
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@ -58,7 +58,7 @@ class WindowInputGenerator
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void handleKeyboard (WindowId did, U32 modifier, U32 action, U16 key);
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void handleCharInput (WindowId did, U32 modifier, U16 key);
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void handleAppEvent (WindowId did, S32 event);
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void handleInputEvent (U32 deviceInst,F32 fValue, U16 deviceType, U16 objType, U16 ascii, U16 objInst, U8 action, U8 modifier);
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void handleInputEvent (U32 deviceInst, F32 fValue, F32 fValue2, F32 fValue3, F32 fValue4, S32 iValue, U16 deviceType, U16 objType, U16 ascii, U16 objInst, U8 action, U8 modifier);
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void generateInputEvent( InputEventInfo &inputEvent );
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