mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Added callback for onResize to guiWindowCtrl so controls - such as the EditorTree - can be properly resized in certain circumstances when the window is changed Added getIncrement() and getRange() to GuiGameSettingsCtrl to better facilitate options manipulation on the script side Corrected some of the console method documentation strings in GuiGameSettingsCtrl Removed some unneeded, extraneous files and their asset definitions that came from odd import conversions. Where applicable, created cleaned up versions to make naming conventions and references stable Fixed canvas mode update text typo: FSAA -> FXAA Added logic to DOF, Light Rays, SSAO and Vignette postFX's to check both the preset setting AND the user preference before enabling. Shifted initialization order so PostFX's are loaded before we configure the canvas, to ensure stuff like the FXAAPostFX exists and can be toggled on on load Fixed multiple issues with options menu: When using gamepad, unable to navigate from categories to options. Fixed so can now traverse as normal Input limitations on gamepad necessitated changing of how setting applying happens, is now done as a 'apply or discard' prompt when leaving the options menu Added proper handling for adjusting settings with gamepad with left/right inputs Fixed issue where the unapplied change for an option was sometimes being processed as an object name rather than an implicit string. Now made to be explicit strings to avoid issue. Made the menu button input for "Select" to go from categories to options gamepad only, and hidden when in the options list Fixed issue where changing window mode didn't correctly affect resolution option. Now set up so changing this field correctly refreshes the resolution option. Specifically, when on borderless, the resolution field does not show, preventing confusion as it is always full resolution Generally have the options list refresh when changes happen to allow any and all fields to be able to dynamically respond to other options having changed improving flexibility. Cleaned up old, unused, commented out functions Added ability on OKCancel message boxes to override the button text if needed Fixed issue with AssetBrowser where the shrink/grow icons next to the preview size slider were not anchored correctly. Adjusted callback logic so if preview slider is clicked on, rather than dragged, it will correctly update the zoom values Added sorting to Modules List dropdown for the AssetBrowser Improved standardization of double-clicking in AssetBrowser. Now defaults to editing action if regularly browsing and selecting if in select mode. Still allows regular per-type overrides as normal Moved definition of GuiDisabledTextEditProfile to gui profiles.ed.tscript file, removed duplicates to stop error spam Adjusted default settings value for double-click action in AB to be edit to prevent unstable behavior Removed old file refs from Load Recent list in the default settings
552 lines
16 KiB
Plaintext
552 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::isActiveMenuList(%this)
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{
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if($activeMenuList == %this)
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return true;
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return false;
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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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//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
|
|
//or the like
|
|
|
|
%btn = $activeMenuList.getObject($activeMenuListPosition.y);
|
|
if(%btn.getClassName() $= "GuiGameSettingsCtrl" && %btn.isEnabled())
|
|
{
|
|
%mode = %btn.getMode();
|
|
if(%mode == 0) //options list
|
|
{
|
|
%optionId = %btn.getCurrentOptionIndex() - 1;
|
|
%btn.selectOptionByIndex(%optionId);
|
|
%btn.onChange();
|
|
}
|
|
else if(%mode == 1) //slider
|
|
{
|
|
%value = %btn.getValue();
|
|
%adjustedValue = %value - %btn.getIncrement();
|
|
%minValue = %btn.getRange().x;
|
|
if(%adjustedValue < %minValue)
|
|
%adjustedValue = %minValue;
|
|
|
|
%btn.setValue(%adjustedValue);
|
|
%btn.onChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
function MenuList::navigateRight()
|
|
{
|
|
%btn = $activeMenuList.getObject($activeMenuListPosition.y);
|
|
if(%btn.getClassName() $= "GuiGameSettingsCtrl" && %btn.isEnabled())
|
|
{
|
|
%mode = %btn.getMode();
|
|
if(%mode == 0) //options list
|
|
{
|
|
%optionId = %btn.getCurrentOptionIndex() + 1;
|
|
%btn.selectOptionByIndex(%optionId);
|
|
%btn.onChange();
|
|
}
|
|
else if(%mode == 1) //slider
|
|
{
|
|
%value = %btn.getValue();
|
|
%adjustedValue = %value + %btn.getIncrement();
|
|
%maxValue = %btn.getRange().y;
|
|
if(%adjustedValue > %maxValue)
|
|
%adjustedValue = %maxValue;
|
|
|
|
%btn.setValue(%adjustedValue);
|
|
%btn.onChange();
|
|
}
|
|
}
|
|
}
|
|
|
|
function MenuList::getActiveRow(%this)
|
|
{
|
|
return $activeMenuListPosition.y;
|
|
} |