Commit graph

100 commits

Author SHA1 Message Date
OTHGMars de1e6df64b Removes redundant ScreenResChangeSignal trigger. 2021-05-14 03:50:28 -04:00
Lukas Aldershaab c999baf7ed Moves from using dStrCmp to the new String::compare static functions. Keeps things cleaner, consistent, and works with intellisense. 2020-10-03 14:37:55 +02:00
Areloch 26ef40950b Updated version of OTHGMars' updated window and resolution options modes.
Additional changes include disabling certain options when they are not valid(ie, resolution is disabled when in borderless mode)
2020-09-20 02:06:15 -05:00
Areloch 7d0831143c Captures secondary window close events so secondary windows can be closed via hitting the x on the window itself. 2020-07-26 15:58:53 -05:00
AzaezelX a8b6327091 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 25a117159f 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 cba14c035f 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 27d6665d21 set volumetric fog to use the standard window-resized trigger for it's update 2019-10-17 09:54:38 -05:00
AzaezelX dd1470202d 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 15e50f58d6 Merge pull request #2313 from OTHGMars/MousePos
Switches to absolute position for mouse tracking.
2019-03-31 14:16:52 -05:00
Marc Chapman a578ef77d3 Fixes a crash that occurs on linux headless servers 2019-02-26 14:47:02 +00:00
OTHGMars 3da245134d Switches to absolute position for mouse tracking when the platform cursor is visible. 2019-02-13 14:12:12 -05:00
Areloch 2abdef7459 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 3af77bbf15 Adds support for SDL joystick and game controllers. 2019-01-10 20:09:05 -05:00
Areloch d74a25540f Merge pull request #2282 from OTHGMars/CanvasResize
Fixes CanvasSizeChangeSignal and Canvas::onResize()  under SDL
2019-01-06 04:51:18 -06:00
Areloch 58cf310971 Merge pull request #2284 from OTHGMars/SDLMonitor
Fills in monitor functions in PlatformWindowManagerSDL
2018-12-09 15:36:15 -06:00
OTHGMars 49fa248ec4 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 af24739137 Adds handlers for sdl focus events. 2018-11-23 16:03:00 -05:00
OTHGMars 4c96c8cea7 Fix CanvasSizeChangeSignal and Canvas::onResize() callback for SDL Window. 2018-11-17 05:51:47 -05:00
OTHGMars 1098891565 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 2ca6af8e48 Refactors the Popup menus and GuiMenuBars to remove unneeded duplication and platform-specific/deprecated code. 2017-11-11 01:21:48 -06:00
Areloch e023cf3a60 Merge pull request #2056 from Bloodknight/afx_merge_main
Afx merge main
2017-10-11 08:47:47 -05:00
Areloch 71d31c57fd 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 51df59092d Assorted bug fixes 2017-07-27 01:50:52 +01:00
Azaezel 60631cb146 expanded debug reporting for SDL_Init 2017-06-13 20:24:03 -05:00
Areloch edd1e0a270 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
Richard Marrevee 56d9ebe8eb Update win32WindowMgr.cpp 2017-05-18 20:39:53 +02:00
Areloch ed14b6fced 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 9fbea728d7 Merge branch 'development' of github.com:GarageGames/Torque3D 2017-03-07 20:08:17 -05:00
Thomas "elfprince13" Dickerson 849a1c1eb1 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