Adds ability to select an actionmap for a GuiInputCtrl which will push it onto the stack, so menus can enact an action map
Update of the MainMenuGUI to fit new style and have the logic needed for KBM and gamepad navigation
Very early wipwork of OptionsMenu overhaul for new standard
This commit adds three new features to the GuiInputCtrl. All three default to off, so it is fully backward compatible with existing scripts. The new options are:
sendAxisEvents – If true, the control will generate onAxisEvent() callbacks for all axis events. This is useful for binding joystick/controller axes to game actions.
sendBreakEvents – If true, the control will generate onInputEvent() callbacks for SI_BREAK events for all keys and buttons. By default the callback is only triggered for break events on modifier keys.
SendModifierEvents – If true SI_MAKE events for modifier keys will generate callbacks. By default, only the break events are sent for modifier keys.
Many instances of a function or expression being used repeatedly, which can lower performance.
Fixed it in these cases by creating on local var, reference or pointer that's used instead.
Fixed bugs with callbacks, I couldn't seem to use U8 correctly in script
for some reason, but S32 works. I may have needed to use some extra
operators or something maybe, it was so long ago I can't remember what I
got in script as it was so long ago.
- 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