mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Implements interface buttons that react to input type and visually display keybinds Updates the T3D icon and splash screen
319 lines
8.8 KiB
C#
319 lines
8.8 KiB
C#
//------------------------------------------------------------------------------
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// global vars
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//------------------------------------------------------------------------------
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$BUTTON_A = 0;
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$BUTTON_B = 1;
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$BUTTON_X = 2;
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$BUTTON_Y = 3;
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$BUTTON_BACK = 4;
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$BUTTON_START = 5;
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$BUTTON_LTRIGGER = 6;
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$BUTTON_RTRIGGER = 7;
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$BUTTON_LSHOULDER = 8;
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$BUTTON_RSHOULDER = 9;
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$BUTTON_LSTICK = 10;
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$BUTTON_RSTICK = 11;
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//------------------------------------------------------------------------------
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// GamepadButtonsGui methods
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//------------------------------------------------------------------------------
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/// Callback when this control wakes up. All buttons are set to invisible and
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/// disabled.
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function GamepadButtonsGui::onWake(%this)
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{
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GamepadButtonsGui.controllerName = "K&M";
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}
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function GamepadButtonsGui::initMenuButtons(%this)
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{
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%buttonExt = %this.extent.x / 4 SPC %this.extent.y / 2;
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for(%i=0; %i < 9; %i++)
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{
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%btn = new GuiIconButtonCtrl()
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{
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iconLocation = "Left";
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sizeIconToButton = true;
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makeIconSquare = true;
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textLocation = "Right";
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extent = %buttonExt;
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profile="GuiMenuButtonProfile";
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gamepadButton = "";
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keyboardButton = "";
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};
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GamepadButtonsGui.addGuiControl(%btn);
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}
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GamepadButtonsGui.refresh();
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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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/// Note: This command is not executed when the A button is pressed. That
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/// command is executed directly from the GuiGameList___Ctrl. This command is
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/// for the graphical hint and to allow a mouse equivalent.
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///
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/// \param %button (constant) The button to set. See: $BUTTON_A, _B, _X, _Y
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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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function GamepadButtonsGui::setButton(%this, %buttonIdx, %gamepadButton, %keyboardButton, %text, %command, %gamepadOnly)
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{
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if(%buttonIdx >= GamepadButtonsGui.getCount())
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return;
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%btn = GamepadButtonsGui.getObject(%buttonIdx);
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%set = (! ((%text $= "") && (%command $= "")));
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%btn.setText(%text);
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%btn.setActive(%set);
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%btn.setVisible(%set);
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%btn.gamepadButton = %gamepadButton;
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%btn.keyboardButton = %keyboardButton;
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if(%gamepadOnly $= "")
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%gamepadOnly = false;
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%btn.gamepadOnly = %gamepadOnly;
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%btn.Command = %command;
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}
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function GamepadButtonsGui::checkGamepad(%this)
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{
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%controllerName = SDLInputManager::JoystickNameForIndex(0);
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GamepadButtonsGui.controllerName = %controllerName;
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}
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function GamepadButtonsGui::clearButtons(%this)
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{
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for(%i=0; %i < GamepadButtonsGui.getCount(); %i++)
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{
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%btn = GamepadButtonsGui.getObject(%i);
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%btn.setBitmap("");
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%btn.text = "";
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%btn.command = "";
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}
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}
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function GamepadButtonsGui::refreshButtons(%this)
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{
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//Set up our basic buttons
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for(%i=0; %i < GamepadButtonsGui.getCount(); %i++)
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{
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%btn = GamepadButtonsGui.getObject(%i);
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%set = (! ((%btn.text $= "") && (%btn.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(%btn.gamepadOnly && GamepadButtonsGui.controllerName $= "K&M")
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%set = false;
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%btn.setActive(%set);
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%btn.setVisible(%set);
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if(!%btn.isActive())
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continue;
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if(GamepadButtonsGui.controllerName !$= "K&M")
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{
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if(%btn.gamepadButton !$= "")
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{
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%path = "";
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if(GamepadButtonsGui.controllerName $= "PS4 Controller")
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{
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%path = "data/ui/images/inputs/PS4/PS4_";
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if(%btn.gamepadButton $= "A")
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%path = %path @ "Cross";
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else if(%btn.gamepadButton $= "B")
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%path = %path @ "Circle";
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else if(%btn.gamepadButton $= "X")
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%path = %path @ "Square";
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else if(%btn.gamepadButton $= "Y")
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%path = %path @ "Triangle";
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else if(%btn.gamepadButton $= "LB")
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%path = %path @ "L1";
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else if(%btn.gamepadButton $= "LT")
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%path = %path @ "L2";
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else if(%btn.gamepadButton $= "RB")
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%path = %path @ "R1";
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else if(%btn.gamepadButton $= "RT")
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%path = %path @ "R2";
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else
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continue;
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}
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else if(GamepadButtonsGui.controllerName $= "Nintendo Switch Pro Controller")
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{
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%path = "data/ui/images/inputs/Switch/Switch_";
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if(%btn.gamepadButton $= "A")
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%path = %path @ "B";
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else if(%btn.gamepadButton $= "B")
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%path = %path @ "A";
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else if(%btn.gamepadButton $= "X")
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%path = %path @ "Y";
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else if(%btn.gamepadButton $= "Y")
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%path = %path @ "X";
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else if(%btn.gamepadButton $= "LB")
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%path = %path @ "LB";
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else if(%btn.gamepadButton $= "LT")
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%path = %path @ "LT";
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else if(%btn.gamepadButton $= "RB")
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%path = %path @ "RB";
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else if(%btn.gamepadButton $= "RT")
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%path = %path @ "RT";
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else
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continue;
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}
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else if(GamepadButtonsGui.controllerName !$= "")
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{
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%path = "data/ui/images/inputs/Xbox/Xbox_";
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%path = %path @ %btn.gamepadButton;
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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(%btn.keyboardButton !$= "")
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{
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%path = "data/ui/images/Inputs/Keyboard & Mouse/Keyboard_Black_" @ %btn.keyboardButton;
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}
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}
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%btn.setBitmap(%path);
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}
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return true;
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}
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function GamepadButtonsGui::processInputs(%this, %device, %action)
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{
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//check to see if our status has changed
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%changed = false;
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%oldDevice = GamepadButtonsGui.controllerName;
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if(startsWith(%device, "Keyboard"))
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{
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if(GamepadButtonsGui.controllerName !$= %device)
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%changed = true;
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GamepadButtonsGui.controllerName = "K&M";
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Canvas.showCursor();
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}
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else if(startsWith(%device, "Mouse"))
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{
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if(startsWith(%action, "button"))
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{
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if(GamepadButtonsGui.controllerName !$= %device)
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%changed = true;
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GamepadButtonsGui.controllerName = "K&M";
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Canvas.showCursor();
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}
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}
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else
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{
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if(GamepadButtonsGui.checkGamepad())
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{
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Canvas.hideCursor();
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}
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if(GamepadButtonsGui.controllerName !$= %device)
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%changed = true;
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}
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if(%changed)
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GamepadButtonsGui.refreshButtons();
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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 < GamepadButtonsGui.getCount(); %i++)
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{
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%btn = GamepadButtonsGui.getObject(%i);
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if(!%btn.isActive())
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continue;
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if(GamepadButtonsGui.controllerName !$= "K&M")
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{
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if(%action $= "btn_r")
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%action = "RB";
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else if(%action $= "btn_l")
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%action = "LB";
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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(%action $= "return")
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%action = "enter";
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else if(%action $= "escape")
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%action = "esc";
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if(%btn.keyboardButton $= %action)
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{
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eval(%btn.command);
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}
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}
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}
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}
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function GamepadButtonsGui::processAxisEvent(%this, %device, %action, %axisVal)
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{
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%changed = false;
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%oldDevice = GamepadButtonsGui.controllerName;
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if(startsWith(%device, "Mouse"))
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{
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if(startsWith(%action, "button"))
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{
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if(GamepadButtonsGui.controllerName !$= %device)
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%changed = true;
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GamepadButtonsGui.controllerName = "K&M";
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Canvas.showCursor();
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}
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}
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else
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{
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if(GamepadButtonsGui.checkGamepad())
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{
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Canvas.hideCursor();
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}
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if(GamepadButtonsGui.controllerName !$= %device)
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%changed = true;
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}
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if(%changed)
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GamepadButtonsGui.refreshButtons();
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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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} |