mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge pull request #2294 from OTHGMars/GuiInputCtrl
Adds features to GuiInputCtrl
This commit is contained in:
commit
72af45ef69
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@ -58,9 +58,25 @@ ConsoleDocClass( GuiInputCtrl,
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//------------------------------------------------------------------------------
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GuiInputCtrl::GuiInputCtrl()
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: mSendAxisEvents(false),
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mSendBreakEvents(false),
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mSendModifierEvents(false)
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{
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}
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//------------------------------------------------------------------------------
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void GuiInputCtrl::initPersistFields()
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{
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addGroup("GuiInputCtrl");
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addField("sendAxisEvents", TypeBool, Offset(mSendAxisEvents, GuiInputCtrl),
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"If true, onAxisEvent callbacks will be sent for SI_AXIS Move events (Default false).");
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addField("sendBreakEvents", TypeBool, Offset(mSendBreakEvents, GuiInputCtrl),
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"If true, break events for all devices will generate callbacks (Default false).");
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addField("sendModifierEvents", TypeBool, Offset(mSendModifierEvents, GuiInputCtrl),
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"If true, Make events will be sent for modifier keys (Default false).");
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endGroup("GuiInputCtrl");
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Parent::initPersistFields();
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}
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@ -110,6 +126,8 @@ static bool isModifierKey( U16 keyCode )
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case KEY_RALT:
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case KEY_LSHIFT:
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case KEY_RSHIFT:
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case KEY_MAC_LOPT:
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case KEY_MAC_ROPT:
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return( true );
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}
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@ -117,33 +135,49 @@ static bool isModifierKey( U16 keyCode )
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}
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IMPLEMENT_CALLBACK( GuiInputCtrl, onInputEvent, void, (const char* device, const char* action, bool state ),
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( device, action, state),
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"@brief Callback that occurs when an input is triggered on this control\n\n"
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"@param device The device type triggering the input, such as keyboard, mouse, etc\n"
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"@param action The actual event occuring, such as a key or button\n"
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"@param state True if the action is being pressed, false if it is being release\n\n"
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);
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( device, action, state),
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"@brief Callback that occurs when an input is triggered on this control\n\n"
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"@param device The device type triggering the input, such as keyboard, mouse, etc\n"
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"@param action The actual event occuring, such as a key or button\n"
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"@param state True if the action is being pressed, false if it is being release\n\n");
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IMPLEMENT_CALLBACK(GuiInputCtrl, onAxisEvent, void, (const char* device, const char* action, F32 axisValue),
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(device, action, axisValue),
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"@brief Callback that occurs when an axis event is triggered on this control\n\n"
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"@param device The device type triggering the input, such as mouse, joystick, gamepad, etc\n"
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"@param action The ActionMap code for the axis\n"
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"@param axisValue The current value of the axis\n\n");
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//------------------------------------------------------------------------------
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bool GuiInputCtrl::onInputEvent( const InputEventInfo &event )
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{
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// TODO - add POV support...
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char deviceString[32];
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if ( event.action == SI_MAKE )
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{
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if ( event.objType == SI_BUTTON
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|| event.objType == SI_POV
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|| ( ( event.objType == SI_KEY ) && !isModifierKey( event.objInst ) ) )
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|| event.objType == SI_KEY )
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{
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char deviceString[32];
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if ( !ActionMap::getDeviceName( event.deviceType, event.deviceInst, deviceString ) )
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return( false );
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return false;
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const char* actionString = ActionMap::buildActionString( &event );
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if ((event.objType == SI_KEY) && isModifierKey(event.objInst))
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{
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if (!mSendModifierEvents)
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return false;
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//Con::executef( this, "onInputEvent", deviceString, actionString, "1" );
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onInputEvent_callback(deviceString, actionString, 1);
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char keyString[32];
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if (!ActionMap::getKeyString(event.objInst, keyString))
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return false;
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return( true );
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onInputEvent_callback(deviceString, keyString, 1);
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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, 1);
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}
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return true;
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}
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}
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else if ( event.action == SI_BREAK )
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@ -152,14 +186,36 @@ bool GuiInputCtrl::onInputEvent( const InputEventInfo &event )
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{
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char keyString[32];
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if ( !ActionMap::getKeyString( event.objInst, keyString ) )
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return( false );
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return false;
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//Con::executef( this, "onInputEvent", "keyboard", keyString, "0" );
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onInputEvent_callback("keyboard", keyString, 0);
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onInputEvent_callback("keyboard", keyString, 0);
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return true;
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}
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else if (mSendBreakEvents)
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{
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if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceString))
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return false;
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return( true );
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const char* actionString = ActionMap::buildActionString(&event);
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onInputEvent_callback(deviceString, actionString, 0);
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return true;
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}
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}
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else if (mSendAxisEvents && ((event.objType == SI_AXIS) || (event.objType == SI_INT) || (event.objType == SI_FLOAT)))
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{
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F32 fValue = event.fValue;
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if (event.objType == SI_INT)
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fValue = (F32)event.iValue;
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return( false );
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if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceString))
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return false;
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const char* actionString = ActionMap::buildActionString(&event);
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onAxisEvent_callback(deviceString, actionString, fValue);
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return (event.deviceType != MouseDeviceType); // Don't consume mouse move events
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}
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return false;
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}
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@ -32,23 +32,31 @@
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/// to script. This is useful for implementing custom keyboard handling code.
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class GuiInputCtrl : public GuiMouseEventCtrl
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{
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public:
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protected:
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bool mSendAxisEvents;
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bool mSendBreakEvents;
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bool mSendModifierEvents;
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typedef GuiMouseEventCtrl Parent;
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// GuiControl.
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virtual bool onWake();
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virtual void onSleep();
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public:
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virtual bool onInputEvent( const InputEventInfo &event );
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static void initPersistFields();
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typedef GuiMouseEventCtrl Parent;
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DECLARE_CONOBJECT(GuiInputCtrl);
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DECLARE_CATEGORY( "Gui Other Script" );
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DECLARE_DESCRIPTION( "A control that locks the mouse and reports all keyboard input events to script." );
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GuiInputCtrl();
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DECLARE_CALLBACK( void, onInputEvent, ( const char* device, const char* action, bool state ));
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// GuiControl.
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virtual bool onWake();
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virtual void onSleep();
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virtual bool onInputEvent( const InputEventInfo &event );
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiInputCtrl);
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DECLARE_CATEGORY( "Gui Other Script" );
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DECLARE_DESCRIPTION( "A control that locks the mouse and reports all input events to script." );
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DECLARE_CALLBACK( void, onInputEvent, ( const char* device, const char* action, bool state ));
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DECLARE_CALLBACK(void, onAxisEvent, (const char* device, const char* action, F32 axisValue));
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};
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#endif // _GUI_INPUTCTRL_H
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