mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
- Adds entry to RMB menu in Asset Browser to restore an asset to a backup copy taken from autosaves - Adds reparent out-of-bounds objects button to SceneGroup inspector - Adds ability to have SubScene have a different loading bounds from the actual subscene bounds, allowing load triggering to happen ahead of the bounds of the subscene itself - Fixes asset importer handling of animFPS field to be the correct type - Adds onInspect handling to GameBase allowing better handling for any game class type with editor integration - Add getAssetLooseFileCount and getAssetLooseFile to AssetManager to be able to iterate over all loose files associated to an asset - Add standard/default preload function def to forestItem - Fixes handling of text placement on GuiIconButtonCtrl when text is set to the right - Adds setGlobalCenter utility function - Adds ability to set guiInputCtrl active state - Matched util functions for tracking if left and right mouse buttons are down to EditTSCtrl alongside the existing middle mouse - Add empty element sanity check to appMesh loader - Add callback for GameBase when game is created - Add default graphics options config for steamdeck - Fix typo in assetImportConfig default - Filters SceneGroup utility buttons in inspector to only show for relevent class types
69 lines
2.4 KiB
C++
69 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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bool onWake() override;
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void onSleep() override;
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virtual void setActive(bool state);
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bool onInputEvent( const InputEventInfo &event ) override;
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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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