Commit graph

96 commits

Author SHA1 Message Date
AzaezelX
9b2c189929 conforms platformWindow<implementations> to use _setVideoMode internals so that those are called by
void PlatformWindow::setVideoMode(const GFXVideoMode &mode)
{
   _setVideoMode(mode);
 getScreenResChangeSignal().trigger(this, true);
}

allowing the resize trigger to go off, as well as any other shared functionality we want to slim the per-implementation specs down to later down the line
2019-11-06 22:24:12 -06:00
Areloch
e0b8b2766d
Merge pull request #113 from Azaezel/alpha40VolfogTriggerTrip
set volfog to use the standard window-resized trigger for it's update
2019-10-24 21:20:53 -05:00
Areloch
25758d3148 Change Asset Browser logic to utilize folder heirarchy instead of strict Asset Type filtration
Added navigation history to AB, as well as ability to navigate via forward and backward buttons and breadcrumb buttons
Added folder 'asset type', allowing you to create, rename, delete and move folders via the asset browser for better organization
Adjusted various behaviors to work with the address-driven navigation/organization of the AB
Expanded visibility options for the AB and integrated them into editor settings so they are retained
Added Search field for searching the folder structure, in addition to the existing preview tiles search
Adjusted drag-n-drop behavior of the platform code so it accepts dropping folders
Added ability to dump active PostEffects list to see what is currently running
Added ability to mark specific items in GuiTreeViewCtrl as hidden
Made reflection probe bounds boxes translucent rather than wireframe to improve editing visibility
Added expanded loose file references to LevelAsset for common companion files like decals and posteffect scrips
Added editor setting for Editor Layout Mode, allowing you to set the editor into 'Modern' layout.
Added editor settings to set default import config ruleset, and also ability to set auto-import. If both of these are set, then as long as the importing assets have no errors, they will auto-process and the user doesn't need to manually check and confirm them via the asset import window
2019-10-20 02:47:15 -05:00
AzaezelX
dbb7ef3976 set volumetric fog to use the standard window-resized trigger for it's update 2019-10-17 09:54:38 -05:00
AzaezelX
97ec99f704 Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
# Conflicts:
#	Engine/source/gfx/D3D11/gfxD3D11Device.cpp
#	Engine/source/lighting/lightManager.cpp
#	Templates/Full/game/levels/Empty Room.mis
#	Templates/Full/game/levels/Empty Terrain.mis
2019-05-01 23:18:31 -05:00
Areloch
14fdd84d2f
Merge pull request #2313 from OTHGMars/MousePos
Switches to absolute position for mouse tracking.
2019-03-31 14:16:52 -05:00
Marc Chapman
9820780d1c Fixes a crash that occurs on linux headless servers 2019-02-26 14:47:02 +00:00
OTHGMars
ee6cabb76a Switches to absolute position for mouse tracking when the platform cursor is visible. 2019-02-13 14:12:12 -05:00
Areloch
eedf31b6ad Collapse the ProbeManager into RenderProbeMgr to simplify the probe management/rendering behavior(as the game sim doesn't require simple access to probe data, unlike lights) 2019-01-26 02:05:18 -06:00
OTHGMars
4fd6dfeaf0 Adds support for SDL joystick and game controllers. 2019-01-10 20:09:05 -05:00
Areloch
6a0ef46c05
Merge pull request #2282 from OTHGMars/CanvasResize
Fixes CanvasSizeChangeSignal and Canvas::onResize()  under SDL
2019-01-06 04:51:18 -06:00
Areloch
18c054f3b1
Merge pull request #2284 from OTHGMars/SDLMonitor
Fills in monitor functions in PlatformWindowManagerSDL
2018-12-09 15:36:15 -06:00
OTHGMars
b8c711faae Fills in monitor functions in PlatformWindowManagerSDL
Adds the sdl implementation for all used PlatformWindowManager monitor functions. [This unit test](https://github.com/GarageGames/Torque3D/blob/development/Engine/source/windowManager/test/windowManagerTest.cpp#L28) will now pass for the SDL platform. Here is the equivalent in TorqueScript to test the functions via the Canvas object:```//Canvas.listDisplays();
function Canvas::listDisplays(%this)
{
   %count = %this.getMonitorCount();
   echo(%count SPC "monitor(s) detected.");
   for (%i = 0; %i < %count; %i++)
   {
      echo("Monitor #" @ (%i + 1) SPC %this.getMonitorName(%i) @ ": " @ %this.getMonitorRect(%i));
   }
}```
2018-11-24 03:12:07 -05:00
OTHGMars
299ecd9514 Adds handlers for sdl focus events. 2018-11-23 16:03:00 -05:00
OTHGMars
580ab01766 Fix CanvasSizeChangeSignal and Canvas::onResize() callback for SDL Window. 2018-11-17 05:51:47 -05:00
OTHGMars
62b7442c7d Updates PlatformCursorController to use full set of SDL cursors.
Adds support for the SDL_SYSTEM_CURSOR_WAITARROW and SDL_SYSTEM_CURSOR_NO.
2018-04-27 21:44:04 -04:00
Areloch
253dd02096 Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
Areloch
35d649b57e Merge pull request #2056 from Bloodknight/afx_merge_main
Afx merge main
2017-10-11 08:47:47 -05:00
Areloch
49d109aa6b Enables SDL's ability to drag and drop files onto the game window and have it call back into script for handling. 2017-09-23 15:43:09 -05:00
Marc Chapman
d1b806caf0 Assorted bug fixes 2017-07-27 01:50:52 +01:00
Azaezel
b4c2906581 expanded debug reporting for SDL_Init 2017-06-13 20:24:03 -05:00
Areloch
7e5e3b5105 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
Richard Marrevee
2f399e427f Update win32WindowMgr.cpp 2017-05-18 20:39:53 +02:00
Areloch
26fd24fbab Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00
Thomas "elfprince13" Dickerson
f7ce30f42c Merge branch 'development' of github.com:GarageGames/Torque3D 2017-03-07 20:08:17 -05:00
Thomas "elfprince13" Dickerson
d3956cb532 merged numerous changes from upstream 2017-03-03 21:17:07 -05:00
Areloch
c91c900e19 Does better sanity checking on cleanup for the splash screen closing with SDL. Could erroneously get called a second time and if we'd already cleared the images and textures, it could crash.
This fixes that.
2017-03-02 00:02:28 -06:00
Areloch
48bd911dcb Made sure the old code was still there for non-SDL usage. 2017-01-29 04:12:32 -06:00
Areloch
a8f2fc567b Fixes up the handling of accelerator keybinds for SDL - specifically compound ones with several modifier keys, ie ctrl-alt-shift-up. 2017-01-29 03:22:25 -06:00
Areloch
f02d0d6c4e Hooks the splash window code up to the same image loading code as the icon code, and also adds a check if it tries to load a BMP for either(this is a bad format and really shouldn't be used for pretty much anything).
Also includes a icon for the templates.
2017-01-16 00:09:55 -06:00
Areloch
170cdadf60 Fixes window icons with SDL, hooking it through the var $Core::windowIcon as the path.
Also adjusted the splash window icon to use the var $Core::splashWindowImage for it's path.
2016-12-22 00:52:34 -06:00
Jeff Hutchinson
3ecbb4b7e5 fix bug with SDL text input that occurs when multiple responders occur on the screen. (Tested with 2 responders.) 2016-12-11 19:11:32 -05:00
Jeff Hutchinson
f6b8ef126d fix SDL text events from generating a ~ key when opening the console 2016-12-11 13:53:11 -05:00
Glenn Smith
ad30641499 SDL/Mac report going into the background 2016-12-04 17:24:27 -05:00
Areloch
5fbc24d9e2 Also adds a sanity check in the event a splash image isn't found. 2016-11-27 16:21:52 -06:00
Azaezel
fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00
Areloch
c0a46ec1f1 Makes sure the key modifiers are passed along with mouse move and wheel inputs when using SDL. 2016-09-14 02:18:21 -05:00
James Urquhart
639b397394 Disable input focus disable to preserve sanity (temp) 2016-09-11 22:42:42 +01:00
Areloch
6f72c7b119 Implements the splash screen window to the SDL platform stuff. 2016-08-27 17:47:03 -05:00
Areloch
95ae0b9863 Removes the old component code and moves the IProcessInput interface file into platform/input/ directory. 2016-05-12 23:31:15 -05:00
rextimmy
41e5caf22b Direct3D11 Engine/source changes 2016-03-20 21:52:11 +10:00
Anis
7aeec65a3b Update win32Window.cpp 2016-02-13 20:27:30 +01:00
Areloch
a90eb9762b Re-submission of the Volumetric Fog PR, with cleanup. 2015-12-01 00:10:13 -06:00
Areloch
9f7513dc0b Further fixes to work around certain accelerators being missed, and additional command bleed-through. 2015-09-27 15:43:47 -05:00
Areloch
4c13906865 Corrects input issues when typing into text fields and it bleeding through to player inputs. 2015-09-21 00:14:16 -05:00
Areloch
5efc04dd47 Also apply scroll strength to horizontal scrolling. 2015-08-06 22:18:10 -05:00
Areloch
68a2c9fa89 Added a default value just in case the pref is not defined. 2015-08-06 18:29:01 -05:00
Areloch
8248ecdeac Looks like WHEEL_DELTA is defined for win and osx, but not linux. Retooling to utilize a $pref instead, as that will let the scroll speed be modifiable for any projects that need it. 2015-08-05 17:44:55 -05:00
Areloch
3aba4a7259 SDL mouse wheel speed fix.
Default scroll speed wasn't delta-modified, so scroll gui controls were very slow when scrolled via mouse wheel.. This corrects the issue.
2015-08-04 23:01:59 -05:00
Areloch
2695a2aeae Merge pull request #1383 from Azaezel/MangledMouse
sdl2 mouse wheel scrolling
2015-07-30 09:24:38 -05:00