Commit graph

13 commits

Author SHA1 Message Date
Daniel Buckmaster f6d54d810b Improve documentation on getCursorPos and fix cursorInControl. 2014-11-02 07:51:03 +11:00
Daniel Buckmaster 346ad5bdaa Finished up splash screen implementation.
* Added stub methods for non-Windows platforms
 * Move canvas show to after tools have loaded
 * Fix a tab
2014-08-16 11:28:53 +10:00
Areloch 0878f005c0 Fixed the pure virtual function to be an empty one, which should resolve the linux build failure.
Also tweaked the loading methodology to have the canvas by default assume it should force the window display as soon as it can. You can set the canvas to not do that when it's created via the new displayWindow variable.

This way, old templates and projects should work as normal without changes, while the new templates are built to take advantage of the nicer splash screen arrangement.
2014-08-04 21:28:36 -05:00
Areloch c2da67d473 Fixes the splash screen so that it displays until the game has actually done initial setup and can display GUI elements. This prevents the ugly blank window just sitting there while the GUI loads. 2014-07-15 17:44:19 -05:00
bank f3fc84738b Use fixed buffer size var when allocating return buffer from console.
Conflicts:
	Engine/source/T3D/missionArea.cpp
	Engine/source/gui/editor/guiDebugger.cpp
2014-06-11 13:09:55 +04:00
Daniel Buckmaster 1702573b78 Merge pull request #612 from GarageGames/platform-type-consistency
Platform type consistency
2014-05-10 11:40:40 +10:00
LuisAntonRebollo 7f46383eb5 Rename enum GFXTextureProfile::None for avoid conficts on Linux. 2014-04-07 00:03:52 +02:00
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
DavidWyand-GG 0d77cdc270 GFX now handles non-default adapters
The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one.  Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.

The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager.  These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00
DavidWyand-GG 32a3bab2f7 Moved platform input event files under new input directory 2013-01-23 02:37:37 -05:00
DavidWyand-GG 539efcb1e1 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
2013-01-22 18:17:41 -05:00
DavidWyand-GG 2a6a177fa1 Fix for Issue #138 for guiArrayCtrl Fix 2012-11-08 18:34:24 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00