mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
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
247 lines
8.1 KiB
C++
247 lines
8.1 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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#include "gui/utility/guiInputCtrl.h"
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#include "sim/actionMap.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CONOBJECT(GuiInputCtrl);
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ConsoleDocClass( GuiInputCtrl,
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"@brief A control that locks the mouse and reports all keyboard input events to script.\n\n"
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"This is useful for implementing custom keyboard handling code, and most commonly "
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"used in Torque for a menu that allows a user to remap their in-game controls\n\n "
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"@tsexample\n"
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"new GuiInputCtrl(OptRemapInputCtrl)\n"
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"{\n"
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" lockMouse = \"0\";\n"
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" position = \"0 0\";\n"
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" extent = \"64 64\";\n"
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" minExtent = \"8 8\";\n"
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" horizSizing = \"center\";\n"
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" vertSizing = \"bottom\";\n"
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" profile = \"GuiInputCtrlProfile\";\n"
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" visible = \"1\";\n"
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" active = \"1\";\n"
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" tooltipProfile = \"GuiToolTipProfile\";\n"
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" hovertime = \"1000\";\n"
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" isContainer = \"0\";\n"
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" canSave = \"1\";\n"
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" canSaveDynamicFields = \"0\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see GuiMouseEventCtrl\n"
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"@ingroup GuiUtil\n");
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//------------------------------------------------------------------------------
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GuiInputCtrl::GuiInputCtrl()
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: mSendAxisEvents(false),
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mSendBreakEvents(false),
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mSendModifierEvents(false),
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mIgnoreMouseEvents(false)
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{
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mActionmap = nullptr;
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}
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//------------------------------------------------------------------------------
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void GuiInputCtrl::initPersistFields()
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{
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docsURL;
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addGroup("GuiInputCtrl");
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addField("sendAxisEvents", TypeBool, Offset(mSendAxisEvents, GuiInputCtrl),
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"If true, onAxisEvent callbacks will be sent for SI_AXIS Move events (Default false).");
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addField("sendBreakEvents", TypeBool, Offset(mSendBreakEvents, GuiInputCtrl),
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"If true, break events for all devices will generate callbacks (Default false).");
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addField("sendModifierEvents", TypeBool, Offset(mSendModifierEvents, GuiInputCtrl),
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"If true, Make events will be sent for modifier keys (Default false).");
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addField("ignoreMouseEvents", TypeBool, Offset(mIgnoreMouseEvents, GuiInputCtrl),
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"If true, any events from mouse devices will be passed through.");
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addField("actionMap", TYPEID<ActionMap>(), Offset(mActionmap, GuiInputCtrl), "The name of an action map to push/pop on the input stack alongside the wake/sleep of this control.");
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endGroup("GuiInputCtrl");
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Parent::initPersistFields();
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}
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//------------------------------------------------------------------------------
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bool GuiInputCtrl::onWake()
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{
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// Set the default profile on start-up:
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if( !mProfile )
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{
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GuiControlProfile* profile;
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Sim::findObject( "GuiInputCtrlProfile", profile);
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if( profile )
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setControlProfile( profile );
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}
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if ( !Parent::onWake() )
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return( false );
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if( !smDesignTime && !mIgnoreMouseEvents)
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mouseLock();
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if(mActionmap != nullptr)
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{
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SimSet* actionMapSet = Sim::getActiveActionMapSet();
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actionMapSet->pushObject(mActionmap);
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}
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setFirstResponder();
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return( true );
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}
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//------------------------------------------------------------------------------
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void GuiInputCtrl::onSleep()
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{
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Parent::onSleep();
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mouseUnlock();
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if (mActionmap != nullptr)
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{
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SimSet* actionMapSet = Sim::getActiveActionMapSet();
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actionMapSet->removeObject(mActionmap);
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}
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clearFirstResponder();
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}
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//------------------------------------------------------------------------------
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static bool isModifierKey( U16 keyCode )
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{
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switch ( keyCode )
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{
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case KEY_LCONTROL:
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case KEY_RCONTROL:
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case KEY_LALT:
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case KEY_RALT:
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case KEY_LSHIFT:
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case KEY_RSHIFT:
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case KEY_MAC_LOPT:
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case KEY_MAC_ROPT:
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return( true );
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}
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return( false );
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}
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IMPLEMENT_CALLBACK( GuiInputCtrl, onInputEvent, void, (const char* device, const char* action, bool state ),
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( device, action, state),
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"@brief Callback that occurs when an input is triggered on this control\n\n"
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"@param device The device type triggering the input, such as keyboard, mouse, etc\n"
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"@param action The actual event occuring, such as a key or button\n"
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"@param state True if the action is being pressed, false if it is being release\n\n");
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IMPLEMENT_CALLBACK(GuiInputCtrl, onAxisEvent, void, (const char* device, const char* action, F32 axisValue),
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(device, action, axisValue),
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"@brief Callback that occurs when an axis event is triggered on this control\n\n"
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"@param device The device type triggering the input, such as mouse, joystick, gamepad, etc\n"
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"@param action The ActionMap code for the axis\n"
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"@param axisValue The current value of the axis\n\n");
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//------------------------------------------------------------------------------
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bool GuiInputCtrl::onInputEvent( const InputEventInfo &event )
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{
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if (mIgnoreMouseEvents && event.deviceType == MouseDeviceType)
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return false;
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if (mActionmap != nullptr)
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return false;
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char deviceString[32];
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if ( event.action == SI_MAKE )
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{
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if ( event.objType == SI_BUTTON
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|| event.objType == SI_POV
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|| event.objType == SI_KEY )
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{
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if ( !ActionMap::getDeviceName( event.deviceType, event.deviceInst, deviceString ) )
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return false;
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if ((event.objType == SI_KEY) && isModifierKey(event.objInst))
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{
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if (!mSendModifierEvents)
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return false;
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char keyString[32];
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if (!ActionMap::getKeyString(event.objInst, keyString))
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return false;
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onInputEvent_callback(deviceString, keyString, 1);
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}
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else
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{
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const char* actionString = ActionMap::buildActionString(&event);
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onInputEvent_callback(deviceString, actionString, 1);
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}
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return true;
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}
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}
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else if ( event.action == SI_BREAK )
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{
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if ( ( event.objType == SI_KEY ) && isModifierKey( event.objInst ) )
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{
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char keyString[32];
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if ( !ActionMap::getKeyString( event.objInst, keyString ) )
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return false;
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onInputEvent_callback("keyboard", keyString, 0);
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return true;
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}
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else if (mSendBreakEvents)
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{
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if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceString))
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return false;
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const char* actionString = ActionMap::buildActionString(&event);
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onInputEvent_callback(deviceString, actionString, 0);
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return true;
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}
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}
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else if (mSendAxisEvents && ((event.objType == SI_AXIS) || (event.objType == SI_INT) || (event.objType == SI_FLOAT)))
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{
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F32 fValue = event.fValue;
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if (event.objType == SI_INT)
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fValue = (F32)event.iValue;
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if (!ActionMap::getDeviceName(event.deviceType, event.deviceInst, deviceString))
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return false;
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const char* actionString = ActionMap::buildActionString(&event);
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onAxisEvent_callback(deviceString, actionString, fValue);
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return (event.deviceType != MouseDeviceType); // Don't consume mouse move events
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}
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return false;
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}
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