Torque3D/Templates/BaseGame/game/data/ui/scripts/menuInputButtons.cs
Areloch ef4cc8b573 Updated names of some of the input images to match the names of the inputs to simplify lookups
Altered a few of the input images to improve readability of some of the text
Standardizes the menuInputButton set usage to just use the raw action names rather than a middleman naming scheme for simplicity and standardization
Added comments to menuInputButtons.cs
Split out the menuInputButton containers to simplify and stabilize the code on the messageBox dialog
Removed old reference to script/gui files not there anymore
Simplified the input state check in guiGameListMenuCtrl.cpp
Added a check so we don't try exec'ing the selected list item in guiGameListMenuCtrl.cpp if nothing has actually be selected
2020-07-23 16:26:38 -05:00

347 lines
11 KiB
C#

//==============================================================================
// Menu Input Buttons
// This file manages the Menu Input Buttons stuff
// Any time you have a GUI button that should be clickable AND map to a key input
// such as a gamepad button, or enter, etc, this stuff can be used
//==============================================================================
/*
Gamepad input reference for 360 controller
btn_a = A
btn_b = B
btn_x = X
btn_y = Y
btn_r = Right Bumper
btn_l = Right Bumper
upov = Dpad Up
dpov = Dpad Down
lpov = Dpad Left
rpov = Dpad Right
xaxis = Left Stick | + values = up, - values = down
yaxis = Left Stick | + values = up, - values = down
rxaxis = Right Stick | + values = up, - values = down
ryaxis = Right Stick | + values = up, - values = down
zaxis = Left Trigger
rzaxis = Right Trigger
btn_start = Start
btn_back = Back/Select
*/
/// This is used with the main UI menu lists, when a non-axis input event is called
/// such as pressing a button
/// It is called from the engine
function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
{
if(%state)
$activeMenuButtonContainer.processInputs(%device, %action);
}
/// This is used with the main UI menu lists, when an axis input event is called
/// such as moving a joystick
/// It is called from the engine
function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
{
//Skip out of the value is too low as it could just be noise or miscalibrated defaults
if(%axisVal < 0.02)
return;
$activeMenuButtonContainer.processAxisEvent(%device, %action);
}
/// Sets the command and text for the specified button. If %text and %command
/// are left empty, the button will be disabled and hidden.
///
/// \param %gamepadButton (string) The button to set for when using gamepad input. See the input map reference comment at the top of the file
/// \param %keyboardButton (string) The button to set for when using keyboard/mouse input.
/// \param %text (string) The text to display next to the A button graphic.
/// \param %command (string) The command executed when the A button is pressed.
/// \param %gamepadOnly (bool) If true, will only show the button when working in the gamepad input mode
function MenuInputButton::set(%this, %gamepadButton, %keyboardButton, %text, %command, %gamepadOnly)
{
%set = (! ((%text $= "") && (%command $= "")));
%this.setText(%text);
%this.setActive(%set);
%this.setVisible(%set);
%this.gamepadButton = %gamepadButton;
%this.keyboardButton = %keyboardButton;
if(%gamepadOnly $= "")
%gamepadOnly = false;
%this.gamepadOnly = %gamepadOnly;
%this.Command = %command;
}
/// Refreshes the specific button, updating it's visbility status and the displayed input image
function MenuInputButton::refresh(%this)
{
%set = (! ((%this.text $= "") && (%this.command $= "")));
//Special-case of where we're in keyboard+mouse mode, but the menubutton is gamepad only mode, so we early out
if(%this.gamepadOnly && $activeControllerType !$= "gamepad")
%set = false;
%this.setActive(%set);
%this.setVisible(%set);
if(!%this.isActive())
return;
if($activeControllerType $= "gamepad")
{
if(%this.gamepadButton !$= "")
{
%path = "";
if($activeControllerName $= "PS4 Controller")
{
%path = "data/ui/images/inputs/PS4/PS4_";
if(%this.gamepadButton $= "btn_a")
%path = %path @ "Cross";
else if(%this.gamepadButton $= "btn_b")
%path = %path @ "Circle";
else if(%this.gamepadButton $= "btn_x")
%path = %path @ "Square";
else if(%this.gamepadButton $= "btn_y")
%path = %path @ "Triangle";
else if(%this.gamepadButton $= "btn_l")
%path = %path @ "L1";
else if(%this.gamepadButton $= "zaxis")
%path = %path @ "L2";
else if(%this.gamepadButton $= "btn_r")
%path = %path @ "R1";
else if(%this.gamepadButton $= "rzaxis")
%path = %path @ "R2";
else if(%this.gamepadButton $= "btn_start")
%path = %path @ "Options";
else if(%this.gamepadButton $= "btn_back")
%path = %path @ "Share";
else
continue;
}
else if($activeControllerName $= "Nintendo Switch Pro Controller")
{
%path = "data/ui/images/inputs/Switch/Switch_";
if(%this.gamepadButton $= "btn_a")
%path = %path @ "B";
else if(%this.gamepadButton $= "btn_b")
%path = %path @ "A";
else if(%this.gamepadButton $= "btn_x")
%path = %path @ "Y";
else if(%this.gamepadButton $= "btn_y")
%path = %path @ "X";
else if(%this.gamepadButton $= "btn_l")
%path = %path @ "LB";
else if(%this.gamepadButton $= "zaxis")
%path = %path @ "LT";
else if(%this.gamepadButton $= "btn_r")
%path = %path @ "RB";
else if(%this.gamepadButton $= "rzaxis")
%path = %path @ "RT";
else if(%this.gamepadButton $= "btn_start")
%path = %path @ "Plus";
else if(%this.gamepadButton $= "btn_back")
%path = %path @ "Minus";
else
continue;
}
else if($activeControllerName !$= "")
{
%path = "data/ui/images/inputs/Xbox/Xbox_";
if(%this.gamepadButton $= "btn_a")
%path = %path @ "A";
else if(%this.gamepadButton $= "btn_b")
%path = %path @ "B";
else if(%this.gamepadButton $= "btn_x")
%path = %path @ "X";
else if(%this.gamepadButton $= "btn_y")
%path = %path @ "Y";
else if(%this.gamepadButton $= "btn_l")
%path = %path @ "LB";
else if(%this.gamepadButton $= "zaxis")
%path = %path @ "LT";
else if(%this.gamepadButton $= "btn_r")
%path = %path @ "RB";
else if(%this.gamepadButton $= "rzaxis")
%path = %path @ "RT";
else if(%this.gamepadButton $= "btn_start")
%path = %path @ "Menu";
else if(%this.gamepadButton $= "btn_back")
%path = %path @ "Windows";
else
continue;
}
}
}
else
{
if(%this.keyboardButton !$= "")
{
%path = "data/ui/images/Inputs/Keyboard & Mouse/Keyboard_Black_" @ %this.keyboardButton;
}
}
%this.setBitmap(%path);
return true;
}
/// Refreshes a menu input container, updating the buttons inside it
function MenuInputButtonContainer::refresh(%this)
{
%count = %this.getCount();
for(%i=0; %i < %count; %i++)
{
%btn = %this.getObject(%i);
%btn.refresh();
}
}
/// Sets the given MenuInputButtonContainer as the active one. This directs input events
/// to it's buttons, ensures it's visible, and auto-hides the old active container if it was set
function MenuInputButtonContainer::setActive(%this)
{
if(isObject($activeMenuButtonContainer))
$activeMenuButtonContainer.hidden = true;
$activeMenuButtonContainer = %this;
$activeMenuButtonContainer.hidden = false;
$activeMenuButtonContainer.refresh();
}
/// Checks the input manager for if we have a gamepad active and gets it's name
/// If we have one, also sets the active input type to gamepad
function MenuInputButtonContainer::checkGamepad(%this)
{
%controllerName = SDLInputManager::JoystickNameForIndex(0);
$activeControllerName = %controllerName;
if($activeControllerName $= "")
$activeControllerType = "K&M";
else
$activeControllerType = "gamepad";
}
/// This is called by the earlier inputs callback that comes from the menu list
/// this allows us to first check what the input type is, and if the device is different
/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
/// the display
/// Then we process the input to see if it matches to any of the button maps for our
/// MenuInputButtons. If we have a match, we execute it's command.
function MenuInputButtonContainer::processInputs(%this, %device, %action)
{
//check to see if our status has changed
%changed = false;
%oldDevice = $activeControllerName;
%deviceName = stripTrailingNumber(%device);
if(%deviceName $= "keyboard" || %deviceName $= "mouse")
{
if($activeControllerName !$= "K&M")
%changed = true;
$activeControllerName = "K&M";
$activeControllerType = "K&M";
Canvas.showCursor();
}
else
{
if(%this.checkGamepad())
{
Canvas.hideCursor();
}
if($activeControllerType !$= %oldDevice)
%changed = true;
}
if(%changed)
%this.refresh();
//Now process the input for the button accelerator, if applicable
//Set up our basic buttons
for(%i=0; %i < %this.getCount(); %i++)
{
%btn = %this.getObject(%i);
if(!%btn.isActive())
continue;
if($activeControllerType !$= "K&M")
{
if(%btn.gamepadButton $= %action)
{
eval(%btn.command);
}
}
else
{
if(%btn.keyboardButton $= %action)
{
eval(%btn.command);
}
}
}
}
/// This is called by the earlier inputs callback that comes from the menu list
/// this allows us to first check what the input type is, and if the device is different
/// (such as going from keyboard and mouse to gamepad) we can refresh the buttons to update
/// the display
function MenuInputButtonContainer::processAxisEvent(%this, %device, %action, %axisVal)
{
//check to see if our status has changed
%changed = false;
%oldDevice = $activeControllerName;
%deviceName = stripTrailingNumber(%device);
if(%deviceName $= "mouse")
{
if($activeControllerName !$= "K&M")
%changed = true;
$activeControllerName = "K&M";
$activeControllerType = "K&M";
Canvas.showCursor();
}
else
{
if(%this.checkGamepad())
{
Canvas.hideCursor();
}
if($activeControllerType !$= %oldDevice)
%changed = true;
}
if(%changed)
%this.refresh();
}
//
//
function onSDLDeviceConnected(%sdlIndex, %deviceName, %deviceType)
{
/*if(GamepadButtonsGui.checkGamepad())
{
GamepadButtonsGui.hidden = false;
}*/
}
function onSDLDeviceDisconnected(%sdlIndex)
{
/*if(!GamepadButtonsGui.checkGamepad())
{
GamepadButtonsGui.hidden = true;
}*/
}