mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
511 lines
16 KiB
Plaintext
511 lines
16 KiB
Plaintext
//==============================================================================
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// Menu Input Buttons
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// This file manages the Menu Input Buttons stuff
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// Any time you have a GUI button that should be clickable AND map to a key input
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// such as a gamepad button, or enter, etc, this stuff can be used
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//==============================================================================
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/*
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Gamepad input reference for 360 controller
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btn_a = A
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btn_b = B
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btn_x = X
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btn_y = Y
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btn_r = Right Bumper
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btn_l = Right Bumper
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upov = Dpad Up
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dpov = Dpad Down
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lpov = Dpad Left
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rpov = Dpad Right
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xaxis = Left Stick | + values = up, - values = down
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yaxis = Left Stick | + values = up, - values = down
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rxaxis = Right Stick | + values = up, - values = down
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ryaxis = Right Stick | + values = up, - values = down
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zaxis = Left Trigger
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rzaxis = Right Trigger
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btn_start = Start
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btn_back = Back/Select
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*/
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/// This is used with the main UI menu lists, when a non-axis input event is called
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/// such as pressing a button
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/// It is called from the engine
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function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
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{
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if(%state)
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$activeMenuButtonContainer.processInputs(%device, %action);
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}
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/// This is used with the main UI menu lists, when an axis input event is called
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/// such as moving a joystick
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/// It is called from the engine
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function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
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{
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//Skip out of the value is too low as it could just be noise or miscalibrated defaults
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if(%axisVal < 0.02)
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return;
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$activeMenuButtonContainer.processAxisEvent(%device, %action);
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}
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/// Sets the command and text for the specified button. If %text and %command
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/// are left empty, the button will be disabled and hidden.
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///
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/// \param %gamepadButton (string) The button to set for when using gamepad input. See the input map reference comment at the top of the file
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/// \param %keyboardButton (string) The button to set for when using keyboard/mouse input.
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/// \param %text (string) The text to display next to the A button graphic.
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/// \param %command (string) The command executed when the A button is pressed.
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/// \param %gamepadOnly (bool) If true, will only show the button when working in the gamepad input mode
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function MenuInputButton::set(%this, %gamepadButton, %keyboardButton, %text, %command, %gamepadOnly)
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{
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%set = (! ((%text $= "") && (%command $= "")));
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%this.setText(%text);
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%this.setActive(%set);
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%this.setVisible(%set);
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%this.gamepadButton = %gamepadButton;
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%this.keyboardButton = %keyboardButton;
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if(%gamepadOnly $= "")
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%gamepadOnly = false;
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%this.gamepadOnly = %gamepadOnly;
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%this.Command = %command;
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}
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/// Refreshes the specific button, updating it's visbility status and the displayed input image
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function MenuInputButton::refresh(%this)
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{
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%set = (! ((%this.text $= "") && (%this.command $= "")));
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//Special-case of where we're in keyboard+mouse mode, but the menubutton is gamepad only mode, so we early out
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if(%this.gamepadOnly && $activeControllerType !$= "gamepad")
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%set = false;
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%this.setActive(%set);
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%this.setVisible(%set);
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if(!%this.isActive())
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return;
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if($activeControllerType $= "gamepad")
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{
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if(%this.gamepadButton !$= "")
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{
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%assetId = "";
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if($activeControllerName $= "PS4 Controller")
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{
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%assetId = "UI:PS4_";
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if(%this.gamepadButton $= "btn_a")
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%assetId = %assetId @ "Cross";
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else if(%this.gamepadButton $= "btn_b")
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%assetId = %assetId @ "Circle";
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else if(%this.gamepadButton $= "btn_x")
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%assetId = %assetId @ "Square";
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else if(%this.gamepadButton $= "btn_y")
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%assetId = %assetId @ "Triangle";
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else if(%this.gamepadButton $= "btn_l")
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%assetId = %assetId @ "L1";
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else if(%this.gamepadButton $= "zaxis")
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%assetId = %assetId @ "L2";
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else if(%this.gamepadButton $= "btn_r")
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%assetId = %assetId @ "R1";
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else if(%this.gamepadButton $= "rzaxis")
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%assetId = %assetId @ "R2";
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else if(%this.gamepadButton $= "btn_start")
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%assetId = %assetId @ "Options";
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else if(%this.gamepadButton $= "btn_back")
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%assetId = %assetId @ "Share";
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}
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else if($activeControllerName $= "Nintendo Switch Pro Controller")
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{
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%assetId = "UI:Switch_";
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if(%this.gamepadButton $= "btn_a")
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%assetId = %assetId @ "B";
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else if(%this.gamepadButton $= "btn_b")
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%assetId = %assetId @ "A";
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else if(%this.gamepadButton $= "btn_x")
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%assetId = %assetId @ "Y";
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else if(%this.gamepadButton $= "btn_y")
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%assetId = %assetId @ "X";
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else if(%this.gamepadButton $= "btn_l")
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%assetId = %assetId @ "LB";
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else if(%this.gamepadButton $= "zaxis")
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%assetId = %assetId @ "LT";
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else if(%this.gamepadButton $= "btn_r")
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%assetId = %assetId @ "RB";
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else if(%this.gamepadButton $= "rzaxis")
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%assetId = %assetId @ "RT";
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else if(%this.gamepadButton $= "btn_start")
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%assetId = %assetId @ "Plus";
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else if(%this.gamepadButton $= "btn_back")
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%assetId = %assetId @ "Minus";
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}
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else if($activeControllerName !$= "")
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{
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%assetId = "UI:Xbox_";
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if(%this.gamepadButton $= "btn_a")
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%assetId = %assetId @ "A";
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else if(%this.gamepadButton $= "btn_b")
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%assetId = %assetId @ "B";
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else if(%this.gamepadButton $= "btn_x")
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%assetId = %assetId @ "X";
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else if(%this.gamepadButton $= "btn_y")
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%assetId = %assetId @ "Y";
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else if(%this.gamepadButton $= "btn_l")
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%assetId = %assetId @ "LB";
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else if(%this.gamepadButton $= "zaxis")
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%assetId = %assetId @ "LT";
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else if(%this.gamepadButton $= "btn_r")
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%assetId = %assetId @ "RB";
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else if(%this.gamepadButton $= "rzaxis")
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%assetId = %assetId @ "RT";
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else if(%this.gamepadButton $= "btn_start")
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%assetId = %assetId @ "Menu";
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else if(%this.gamepadButton $= "btn_back")
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%assetId = %assetId @ "Windows";
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}
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}
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}
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else
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{
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if(%this.keyboardButton !$= "")
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{
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%assetId = "UI:Keyboard_Black_" @ %this.keyboardButton;
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}
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}
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%this.setBitmap(%assetId @ "_image");
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return true;
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}
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/// Refreshes a menu input container, updating the buttons inside it
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function MenuInputButtonContainer::refresh(%this)
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{
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%count = %this.getCount();
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for(%i=0; %i < %count; %i++)
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{
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%btn = %this.getObject(%i);
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%btn.refresh();
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}
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}
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/// Sets the given MenuInputButtonContainer as the active one. This directs input events
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/// to it's buttons, ensures it's visible, and auto-hides the old active container if it was set
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function MenuInputButtonContainer::setActive(%this)
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{
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if(isObject($activeMenuButtonContainer))
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$activeMenuButtonContainer.hidden = true;
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$activeMenuButtonContainer = %this;
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$activeMenuButtonContainer.hidden = false;
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$activeMenuButtonContainer.refresh();
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}
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/// Checks the input manager for if we have a gamepad active and gets it's name
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/// If we have one, also sets the active input type to gamepad
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function MenuInputButtonContainer::checkGamepad(%this)
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{
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%controllerName = SDLInputManager::JoystickNameForIndex(0);
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$activeControllerName = %controllerName;
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if($activeControllerName $= "")
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$activeControllerType = "K&M";
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else
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$activeControllerType = "gamepad";
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}
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/// This is called by the earlier inputs callback that comes from the menu list
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/// this allows us to first check what the input type is, and if the device is different
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/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
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/// the display
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/// Then we process the input to see if it matches to any of the button maps for our
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/// MenuInputButtons. If we have a match, we execute it's command.
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function MenuInputButtonContainer::processInputs(%this, %device, %action)
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{
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//check to see if our status has changed
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%changed = false;
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%oldDevice = $activeControllerName;
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%deviceName = stripTrailingNumber(%device);
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if(%deviceName $= "keyboard" || %deviceName $= "mouse")
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{
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if($activeControllerName !$= "K&M")
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%changed = true;
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$activeControllerName = "K&M";
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$activeControllerType = "K&M";
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Canvas.showCursor();
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}
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else
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{
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if(%this.checkGamepad())
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{
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Canvas.hideCursor();
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}
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if($activeControllerType !$= %oldDevice)
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%changed = true;
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}
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if(%changed)
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%this.refresh();
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//Now process the input for the button accelerator, if applicable
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//Set up our basic buttons
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for(%i=0; %i < %this.getCount(); %i++)
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{
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%btn = %this.getObject(%i);
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if(!%btn.isActive())
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continue;
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if($activeControllerType !$= "K&M")
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{
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if(%btn.gamepadButton $= %action)
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{
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eval(%btn.command);
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}
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}
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else
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{
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if(%btn.keyboardButton $= %action)
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{
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eval(%btn.command);
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}
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}
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}
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}
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/// This is called by the earlier inputs callback that comes from the menu list
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/// this allows us to first check what the input type is, and if the device is different
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/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
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/// the display
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function MenuInputButtonContainer::processAxisEvent(%this, %device, %action, %axisVal)
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{
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//check to see if our status has changed
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%changed = false;
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%oldDevice = $activeControllerName;
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%deviceName = stripTrailingNumber(%device);
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if(%deviceName $= "mouse")
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{
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if($activeControllerName !$= "K&M")
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%changed = true;
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$activeControllerName = "K&M";
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$activeControllerType = "K&M";
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Canvas.showCursor();
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}
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else
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{
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if(%this.checkGamepad())
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{
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Canvas.hideCursor();
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}
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if($activeControllerType !$= %oldDevice)
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%changed = true;
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}
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if(%changed)
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%this.refresh();
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}
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//
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//
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function onSDLDeviceConnected(%sdlIndex, %deviceName, %deviceType)
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{
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/*if(GamepadButtonsGui.checkGamepad())
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{
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GamepadButtonsGui.hidden = false;
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}*/
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}
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function onSDLDeviceDisconnected(%sdlIndex)
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{
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/*if(!GamepadButtonsGui.checkGamepad())
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{
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GamepadButtonsGui.hidden = true;
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}*/
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}
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//==============================================================================
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// Menu Input processing
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// These functions manage the Menu input processing in general
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// Whenever a MenuInputHandler consumes an input event, it'll process them here
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// This'll let the active menu list be navigated, as well as buttons be processed
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// and ultimately handled by the Input Buttons above
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//==============================================================================
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function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
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{
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//this is to force a refresh of the menu
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if(%value == 1 || %value == -1)
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$activeMenuButtonContainer.processInputs(%device, %action);
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if(startsWith(%device, "mouse"))
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return;
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if((%action $= "upov" && %value > 0) || (%action $= "yaxis" && %value == -1))
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{
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$activeMenuList.navigateUp();
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}
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if((%action $= "dpov" && %value > 0) || (%action $= "yaxis" && %value == 1))
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{
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$activeMenuList.navigateDown();
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}
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//How we deal with the left and right navigation is dependant on the mode of the
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//menu list
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if($activeMenuListMode $= "Settings")
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{
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if((%action $= "lpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
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{
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echo("Options menu nudged left!");
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//$activeMenuList.navigateLeft();
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}
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if((%action $= "rpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
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{
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echo("Options menu nudged right!");
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//$activeMenuList.navigateRight();
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}
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}
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else
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{
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if((%action $= "lpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
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{
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$activeMenuList.navigateLeft();
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}
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if((%action $= "rpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
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{
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$activeMenuList.navigateRight();
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}
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}
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}
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function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
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{
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if(%action $= "upov" || %action $= "dpov" || %action $= "lpov" || %action $= "rpov")
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{
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%this.onAxisEvent(%device, %action, %state);
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return;
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}
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if(%state)
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$activeMenuButtonContainer.processInputs(%device, %action);
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}
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//==============================================================================
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// Menu List processing
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// These functions manage the navigation and activation of the Menu Lists
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//==============================================================================
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function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
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{
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if(%startPosition $= "")
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%startPosition = "0 0";
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if(%menuMode $= "")
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%menuMode = "Menu";
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$activeMenuList = %this;
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$activeMenuList.hidden = false;
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$activeMenuListPosition = %startPosition;
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$activeMenuListMode = %menuMode;
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%this.refresh();
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}
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function MenuList::activate(%this)
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{
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//check for a highlighted element
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if($activeMenuListPosition.y > -1 && $activeMenuListPosition < $activeMenuList.getCount())
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{
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%btn = $activeMenuList.getObject($activeMenuListPosition.y);
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%btn.performClick();
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}
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}
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function MenuList::refresh(%this)
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{
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%selectedObject = 0;
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for(%i=0; %i < $activeMenuList.getCount(); %i++)
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{
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%btn = $activeMenuList.getObject(%i);
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%isSelected = %i == $activeMenuListPosition.y;
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%btn.setHighlighted(%isSelected);
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if(%isSelected)
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%selectedObject = %i;
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}
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if($activeMenuList.isMethod("onNavigate"))
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$activeMenuList.onNavigate($activeMenuListPosition.y);
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%parent = $activeMenuList.getParent();
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if(%parent.getClassName() $= "GuiScrollCtrl")
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{
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%parent.scrollToObject(%selectedObject);
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}
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}
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function MenuList::navigateUp(%this)
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{
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$activeMenuListPosition.y -= 1;
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if($activeMenuListPosition.y < 0)
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$activeMenuListPosition.y = 0;
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%this.refresh();
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}
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function MenuList::navigateDown(%this)
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{
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$activeMenuListPosition.y += 1;
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if($activeMenuListPosition.y >= $activeMenuList.getCount())
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$activeMenuListPosition.y = $activeMenuList.getCount()-1;
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%this.refresh();
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}
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function MenuList::navigateLeft()
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{
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echo("Menu list navigated left!");
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//Atm, we're only handling specific control types, namely options entries, but
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//this could readily be expanded upon to handle grids like for inventory screens
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//or the like
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%btn = $activeMenuList.getObject($activeMenuListPosition.y);
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if(%btn.getClassName() $= "GuiGameSettingsCtrl" && %btn.isEnabled())
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{
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warnf("MenuList::navigateLeft() - actioned the option" @ %btn @ " to the left");
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}
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}
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function MenuList::navigateRight()
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{
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echo("Menu list navigated right!");
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%btn = $activeMenuList.getObject($activeMenuListPosition.y);
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if(%btn.getClassName() $= "GuiGameSettingsCtrl" && %btn.isEnabled())
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{
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warnf("MenuList::navigateLeft() - actioned the option" @ %btn @ " to the left");
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}
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}
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