mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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
67 lines
2.4 KiB
C++
67 lines
2.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIINPUTCTRL_H_
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#define _GUIINPUTCTRL_H_
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#ifndef _GUIMOUSEEVENTCTRL_H_
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#include "gui/utility/guiMouseEventCtrl.h"
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#endif
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#include "sim/actionMap.h"
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/// A control that locks the mouse and reports all keyboard input events
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/// to script. This is useful for implementing custom keyboard handling code.
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class GuiInputCtrl : public GuiMouseEventCtrl
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{
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protected:
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bool mSendAxisEvents;
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bool mSendBreakEvents;
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bool mSendModifierEvents;
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bool mIgnoreMouseEvents;
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ActionMap* mActionmap;
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public:
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typedef GuiMouseEventCtrl Parent;
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GuiInputCtrl();
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// GuiControl.
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virtual bool onWake();
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virtual void onSleep();
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virtual bool onInputEvent( const InputEventInfo &event );
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static void initPersistFields();
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DECLARE_CONOBJECT(GuiInputCtrl);
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DECLARE_CATEGORY( "Gui Other Script" );
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DECLARE_DESCRIPTION( "A control that locks the mouse and reports all input events to script." );
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DECLARE_CALLBACK( void, onInputEvent, ( const char* device, const char* action, bool state ));
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DECLARE_CALLBACK(void, onAxisEvent, (const char* device, const char* action, F32 axisValue));
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};
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#endif // _GUI_INPUTCTRL_H
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