mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-04 13:00:33 +00:00
Merge pull request #381 from Areloch/PauseMenuFix
Pause Menu toggle fix
This commit is contained in:
commit
77ac215464
3 changed files with 28 additions and 7 deletions
|
|
@ -37,7 +37,8 @@ GuiGameListMenuCtrl::GuiGameListMenuCtrl()
|
|||
: mSelected(NO_ROW),
|
||||
mDebugRender(false),
|
||||
mHighlighted(NO_ROW),
|
||||
mCallbackOnInputs(false)
|
||||
mCallbackOnInputs(false),
|
||||
mConsumeKeyInputEvents(false)
|
||||
{
|
||||
VECTOR_SET_ASSOCIATION(mRows);
|
||||
|
||||
|
|
@ -818,10 +819,12 @@ bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
|
|||
{
|
||||
if (mCallbackOnInputs)
|
||||
{
|
||||
char deviceString[32];
|
||||
if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceString))
|
||||
char deviceStr[32];
|
||||
if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceStr))
|
||||
return false;
|
||||
|
||||
String deviceString = deviceStr;
|
||||
|
||||
if (event.action == SI_MAKE || event.action == SI_BREAK)
|
||||
{
|
||||
bool isModifier = false;
|
||||
|
|
@ -847,12 +850,24 @@ bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
|
|||
if (!ActionMap::getKeyString(event.objInst, keyString))
|
||||
return false;
|
||||
|
||||
onInputEvent_callback(deviceString, keyString, state);
|
||||
onInputEvent_callback(deviceString.c_str(), keyString, state);
|
||||
|
||||
if (mConsumeKeyInputEvents)
|
||||
{
|
||||
if(deviceString.startsWith("keyboard"))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const char* actionString = ActionMap::buildActionString(&event);
|
||||
onInputEvent_callback(deviceString, actionString, state);
|
||||
onInputEvent_callback(deviceString.c_str(), actionString, state);
|
||||
|
||||
if (mConsumeKeyInputEvents)
|
||||
{
|
||||
if (deviceString.startsWith("keyboard") || deviceString.startsWith("gamepad"))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (event.objType == SI_AXIS || event.objType == SI_INT || event.objType == SI_FLOAT)
|
||||
|
|
@ -861,12 +876,12 @@ bool GuiGameListMenuCtrl::onInputEvent(const InputEventInfo& event)
|
|||
if (event.objType == SI_INT)
|
||||
fValue = (F32)event.iValue;
|
||||
|
||||
if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceString))
|
||||
if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceStr))
|
||||
return false;
|
||||
|
||||
const char* actionString = ActionMap::buildActionString(&event);
|
||||
|
||||
onAxisEvent_callback(deviceString, actionString, fValue);
|
||||
onAxisEvent_callback(deviceStr, actionString, fValue);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1401,6 +1416,10 @@ void GuiGameListMenuCtrl::initPersistFields()
|
|||
addField("callbackOnInputs", TypeBool, Offset(mCallbackOnInputs, GuiGameListMenuCtrl),
|
||||
"Script callback when any inputs are detected, even if they aren't the regular 4 face buttons. Useful for secondary/speciality handling of menu navigation.");
|
||||
|
||||
addField("consumeKeyInputEvents", TypeBool, Offset(mConsumeKeyInputEvents, GuiGameListMenuCtrl),
|
||||
"When callbackOnInputs is active, this indicates if the input event should be consumed, or allowed 'through' to let other things respond to the event as well.");
|
||||
|
||||
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -428,6 +428,7 @@ private:
|
|||
S32 mHighlighted; ///< index of the currently highlighted row
|
||||
|
||||
bool mCallbackOnInputs;
|
||||
bool mConsumeKeyInputEvents;
|
||||
};
|
||||
|
||||
/// \class GuiGameListMenuProfile
|
||||
|
|
|
|||
|
|
@ -53,6 +53,7 @@
|
|||
new GuiGameListMenuCtrl(PauseMenuList) {
|
||||
debugRender = "0";
|
||||
callbackOnInputs = "1";
|
||||
consumeKeyInputEvents = "1";
|
||||
position = "0 0";
|
||||
extent = "700 320";
|
||||
minExtent = "8 2";
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue