Commit graph

117 commits

Author SHA1 Message Date
Areloch 67ac556ecd - Added ability to explicitly execute a guiControl's console and altConsole command
- Fixed formatting of resolution strings for the internal values, allowing them to be properly parsed and applied by the options menu/canvas
- Fixed display of Display Device on option's menu
- Fixed Issue of it not displaying any keybinds in keyboard/gamepad options if there's only a single actionmap
- Added 'hold to scroll' action to optionsMenu
- Added apply button to options menu
- Added remap button to options menu when on keyboard/gamepad keybinds categories
- Fixed up the remap logic so remapping a key only unbinds the matched device being bound, so binds for different devices are untouched
- Made keybinds options properly refresh when keybinds are changed
- Shifted keyboard "go" keybind for menu nav from Enter to Space for easier use
- Removed stick keybinds from gamepad
2023-12-31 12:46:48 -06:00
Areloch ce4c8dabc9 Ongoing wipwork of the BaseUI update. Some bugfixes pending 2023-12-16 23:18:33 -06:00
Lukas Aldershaab 89b0c7f73b Console Refactor 2023-09-13 10:33:20 +02:00
AtomicWalrus 75625dc679 Reverse depth & 32F buffer format
-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
2023-04-14 20:13:28 -06:00
AzaezelX 73e3b44e12 guiprofiles augs
guiprofiles now have additional options: borderSEL and borderERR in keeping with the fillcolor variants. fontColors now also takes an optional ERR entry on the backend, though that remains unleveraged at time of writing.
guiiconbuttonctrl now uses the expanded list in conjunction with renderFilledBorder
asset browser profiles now contain a AssetBrowserProtoProfile that type-profiles derive from for consistency in border selection, highlight, (and down the line error)  colors and border thickness while maintaining type-sepcific border color entries for general display
2023-03-16 17:21:07 -05:00
AzaezelX d6480cb63c check wether or not mBitmapArrayRects.empty(). not simply if size()
(cherry picked from commit fea81a4d57edff9c05bf397a5b21d8422838cc1c)
2023-03-06 15:29:40 -06:00
Areloch 5599721a1e Adds logic so the canvas keeps track of the last input device 2023-02-09 18:54:36 -06:00
AzaezelX 1b33b01eb1 add "docsURL" filter to assignFieldsFrom to prevent it from triggering opening web pages when inheriting values 2023-01-28 16:12:05 -06:00
AzaezelX f5a34308f9 add a docsURL; macro to link a given set of script config vars to git or similar storage urls via clicking on the inspector 2023-01-27 01:13:15 -06:00
AzaezelX b79b1ae65e remove leftover 2022-08-29 20:39:04 -05:00
marauder2k7 5d85664b40 Change GuiProfile to use Sound Asset
-Added SoundAssetInspector to bypass circular issue
-Added SoundAsset to GuiTypes
2022-08-29 23:40:51 +01:00
AzaezelX 4a7104e5ea fix TORQUE_TOOLS = off compilation 2022-06-13 12:38:08 -05:00
dottools 01a3163d40 Engine GUI: Don't translate mouse coordinates in GuiCanvas::setCursorPos()
Removed translating passed mouse pointer coordinates from client to screen space. Source comments and exposed canvas script API help doc line for the same function states that passed mouse pointer coordinates are supposed to already be in screen space.
2022-05-30 16:09:48 -05:00
JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00
JeffR 6a357d8dfb Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0 2022-02-17 18:30:23 -06:00
JeffR ed36cf2c5c Changes for BaseUI Update 2022-02-17 18:04:31 -06:00
AzaezelX 0dcd272b87 clean up more texture profile refs to kill spam 2021-10-31 14:38:02 -05:00
Robert MacGregor 5c83b417a5 * [GuiControl] BugFix: Don't assume a tooltip profile is going to be set when waking and sleeping. 2021-10-28 10:40:13 -04:00
AzaezelX f5600826d7 Merge branch 'Preview4_0' into SoundAssetImplements
# Conflicts:
#	Engine/source/T3D/assets/assetImporter.cpp
#	Engine/source/forest/forestItem.cpp
2021-10-11 20:11:27 -05:00
Robert MacGregor 1b6b803a20 * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
AzaezelX 98a079a797 code duplication prune. should aid in stability 2021-10-03 02:56:26 -05:00
OTHGMars 37c924512c Corrects console documentation. 2021-09-28 05:52:45 -04:00
OTHGMars e035aa9114 GuiCanvas Callbacks
Adds handler modes for keyboard translations and native accelerators. This is needed so APIs that provide software keyboards can be notified when controls that require text input become active. This was previously hardcoded in OpenVROverlay, but is also needed by Steam Input and Big Picture so moving to GuiCanvas will make it accessible there as well.
Handler mode for both settings default to "Platform" so there is no change to the default behavior. If the setting is changed to "Callback", callbacks will be triggered to allow script to determine if the request should fall through to the platform window. The script callback is also the appropriate place to display a software keyboard and attach it to the input control.
2021-09-28 05:38:17 -04:00
AzaezelX 98a4e7fb12 dedicated gfx device surpression
augments $Video::forceDisplayAdapter = -1; to force usage of GFXAdapterType::NullDevice
skips trying to open a splash window for dedicated servers
bypasses guicanvas window display if window does not exist
2021-09-14 17:49:27 -05:00
Jeff Hutchinson 717c7acca9 Merge remote-tracking branch 'devhead/Preview4_0' into tsneo
# Conflicts:
#	Templates/BaseGame/game/data/ui/guis/loadingGui.gui
#	Templates/BaseGame/game/data/ui/guis/mainMenu.gui
#	Templates/BaseGame/game/tools/MainEditor/guis/MainEditorWindow.gui
#	Templates/BaseGame/game/tools/assetBrowser/guis/assetPreviewButtonsTemplate.gui
#	Templates/BaseGame/game/tools/forestEditor/brushes.tscript
2021-08-13 20:14:39 -04:00
AzaezelX b73353a446 we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. 2021-07-29 11:12:07 -05:00
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Jeff Hutchinson acde0c3f0b Merge branch 'Preview4_0_DevHead' into tsneo
# Conflicts:
#	Engine/source/console/consoleInternal.cpp
2021-06-18 21:13:49 -04:00
OTHGMars 9539a4a055 Adds comment explaining window position change in GuiCanvas. 2021-05-14 17:30:23 -04:00
OTHGMars 1ba7070bb6 Maintains window position when updating video mode for LightManager compatibility. 2021-05-14 03:52:43 -04:00
Jeff Hutchinson 35500a87c6 initial port of the new interpreter 2021-03-30 19:33:19 -04:00
Lukas Aldershaab 763c205451 Add type of Children in SimGroup and GuiControl 2020-11-15 21:32:29 +01:00
Lukas Joergensen c0eec93d55 Avoid nameclash in guiScriptNotifyControl fields 2020-11-15 21:30:45 +01:00
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 5b289bce5e Shifts the tools messageboxes to be distinct from any messageboxes in the main game
Reorged the canvas handling of gamepad inputs for the axis and triggers to use the SI_ versions in the right spots
Fixed issue where pause menu would be hidden and not display again
Made the pause menu active from the gamepad start button rather than back
2020-07-24 00:40:03 -05:00
Areloch 69089e1ee2 Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into Preview4_0_MenuUIRework 2020-06-01 03:48:20 -05:00
Areloch bc27125e90 Initial pass to rework and cleanup the main UI interface
Implements interface buttons that react to input type and visually display keybinds
Updates the T3D icon and splash screen
2020-05-20 17:19:52 -05:00
AzaezelX 9fef1b3cd1 uninitialized variables-gui 2020-05-11 15:03:27 -05:00
Azaezel 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR 2018-12-12 14:54:22 -06:00
Areloch 6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
Areloch b4a1d18f42 Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
Lukas Joergensen 0fff33869c Eliminate unnecessary uses of ConsoleMethod 2018-04-17 22:36:32 +02:00
Lukas Joergensen 76908eae3c Eliminate DefineConsoleMethod 2018-04-17 21:01:50 +02:00
Azaezel cbce2ee805 Merge branch 'development' of https://github.com/GarageGames/Torque3D into memberMess
# Conflicts:
#	Engine/source/console/consoleFunctions.cpp
2018-03-28 15:42:34 -05:00
Azaezel f0c29172ca gui shadowvar cleanups 2018-03-15 14:50:54 -05:00
Glenn Smith 79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Areloch 4d10f02890 Tabs&Spaces 2018-02-08 16:04:50 -06:00
Areloch 40fff8ef50 Stabilizes the add/remove behavior of menubars by also tracking the modeless background control the menubars use for proper cleanup as well.
Also fixes an issue where the findMenu call wasn't properly translating the incoming string to StringTableEntry.
2018-02-08 16:00:11 -06:00
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