Torque3D/Templates/BaseGame/game/data/ui/scripts/controlsMenu.cs
Areloch 9db95f4fb2 Implemented proper ScriptAsset execution on load
Implemented script dependency handling
Added test-case of script dependency handling in ExampleModule
Cleanup of redundant getSceneCount calls
Properly get scene count in callGamemodeFunction
Remove unneeded TODO comment in shaders
Converted onMissionEnded gamemode func call to use callGameModeFunction function
Convert ExampleGameMode to be container-object based, and updated callGamemodeFunction to handle that
Correct import settings typoe so image suffixes are read correctly
Largely fixed companion image scanning when importing images and streamlined image-material interop during import preprocessing
Added handling for reading in PBR maps and creating a composite image + asset
Added WIP of Cubemap asset, and editing integration with a standalone cubemap editor
Added ability to create new Cubemap asset in Asset Browser
2019-09-13 00:27:48 -05:00

418 lines
12 KiB
C#

// =============================================================================
// KEYBINDS MENU
// =============================================================================
$RemapCount = 0;
$RemapName[$RemapCount] = "Forward";
$RemapCmd[$RemapCount] = "moveforward";
$RemapGroup[$RemapCount] = "Movement";
$RemapCount++;
$RemapName[$RemapCount] = "Backward";
$RemapCmd[$RemapCount] = "movebackward";
$RemapGroup[$RemapCount] = "Movement";
$RemapCount++;
$RemapName[$RemapCount] = "Strafe Left";
$RemapCmd[$RemapCount] = "moveleft";
$RemapGroup[$RemapCount] = "Movement";
$RemapCount++;
$RemapName[$RemapCount] = "Strafe Right";
$RemapCmd[$RemapCount] = "moveright";
$RemapGroup[$RemapCount] = "Movement";
$RemapCount++;
$RemapName[$RemapCount] = "Jump";
$RemapCmd[$RemapCount] = "jump";
$RemapGroup[$RemapCount] = "Movement";
$RemapCount++;
$RemapName[$RemapCount] = "Fire Weapon";
$RemapCmd[$RemapCount] = "mouseFire";
$RemapGroup[$RemapCount] = "Combat";
$RemapCount++;
$RemapName[$RemapCount] = "Adjust Zoom";
$RemapCmd[$RemapCount] = "setZoomFov";
$RemapGroup[$RemapCount] = "Combat";
$RemapCount++;
$RemapName[$RemapCount] = "Toggle Zoom";
$RemapCmd[$RemapCount] = "toggleZoom";
$RemapGroup[$RemapCount] = "Combat";
$RemapCount++;
$RemapName[$RemapCount] = "Free Look";
$RemapCmd[$RemapCount] = "toggleFreeLook";
$RemapGroup[$RemapCount] = "Miscellaneous";
$RemapCount++;
$RemapName[$RemapCount] = "Switch 1st/3rd";
$RemapCmd[$RemapCount] = "toggleFirstPerson";
$RemapGroup[$RemapCount] = "Miscellaneous";
$RemapCount++;
$RemapName[$RemapCount] = "Toggle Camera";
$RemapCmd[$RemapCount] = "toggleCamera";
$RemapGroup[$RemapCount] = "Miscellaneous";
$RemapCount++;
function ControlsMenu::loadSettings(%this)
{
/*ControlSetList.clear();
ControlSetList.add( "Movement", "Movement" );
ControlSetList.add( "Combat", "Combat" );
ControlSetList.add( "Miscellaneous", "Miscellaneous" );*/
//ControlSetList.setSelected( "Movement", false );
OptionsSettingStack.clear();
loadGroupKeybinds("Movement");
//ControlsMenuOptionsArray.refresh();
}
function ControlSetList::onSelect( %this, %id, %text )
{
ControlsMenuOptionsArray.clear();
if(%text $= "Movement")
loadGroupKeybinds("Movement");
else if(%text $= "Combat")
loadGroupKeybinds("Combat");
else if(%text $= "Miscellaneous")
loadGroupKeybinds("Miscellaneous");
//ControlsMenuOptionsArray.refresh();
}
function ControlsMenuOKButton::onClick(%this)
{
// write out the control config into the keybinds.cs file
%prefPath = getPrefpath();
moveMap.save( %prefPath @ "/keybinds.cs" );
OptionsMenu.backOut();
}
function ControlsMenuDefaultsButton::onClick(%this)
{
//For this to work with module-style, we have to figure that somewhere, we'll set where our default keybind script is at.
//This can be hardcoded in your actual project.
exec($KeybindPath);
ControlsMenu.reload();
}
function loadGroupKeybinds(%keybindGroup)
{
%optionIndex = 0;
for(%i=0; %i < $RemapCount; %i++)
{
//find and add all the keybinds for the particular group we're looking at
if($RemapGroup[%i] $= %keybindGroup)
{
%temp = getKeybindString(%i);
%option = addKeybindOption();
%option-->nameText.setText($RemapName[%i]);
%option-->rebindButton.setText(%temp);
%option-->rebindButton.keybindIndex = %i;
%option-->rebindButton.optionIndex = %optionIndex;
%optionIndex++;
}
}
}
function addKeybindOption()
{
%tamlReader = new Taml();
%controlOption = %tamlReader.read("data/ui/guis/controlsMenuSetting.taml");
%controlOption.extent.x = OptionsSettingStack.extent.x;
OptionsSettingStack.add(%controlOption);
return %graphicsOption;
}
function getKeybindString(%index )
{
%name = $RemapName[%index];
%cmd = $RemapCmd[%index];
%temp = moveMap.getBinding( %cmd );
if ( %temp $= "" )
return %name TAB "";
%mapString = "";
%count = getFieldCount( %temp );
for ( %i = 0; %i < %count; %i += 2 )
{
%device = getField( %temp, %i + 0 );
%object = getField( %temp, %i + 1 );
%displayName = getMapDisplayName( %device, %object );
if(%displayName !$= "")
{
%tmpMapString = getMapDisplayName( %device, %object );
if(%mapString $= "")
{
%mapString = %tmpMapString;
}
else
{
if ( %tmpMapString !$= "")
{
%mapString = %mapString @ ", " @ %tmpMapString;
}
}
}
}
return %mapString;
}
function ControlsMenu::redoMapping( %device, %action, %cmd, %oldIndex, %newIndex )
{
//%actionMap.bind( %device, %action, $RemapCmd[%newIndex] );
moveMap.bind( %device, %action, %cmd );
%remapList = %this-->OptRemapList;
%remapList.setRowById( %oldIndex, buildFullMapString( %oldIndex ) );
%remapList.setRowById( %newIndex, buildFullMapString( %newIndex ) );
}
function getMapDisplayName( %device, %action )
{
if ( %device $= "keyboard" )
return( %action );
else if ( strstr( %device, "mouse" ) != -1 )
{
// Substitute "mouse" for "button" in the action string:
%pos = strstr( %action, "button" );
if ( %pos != -1 )
{
%mods = getSubStr( %action, 0, %pos );
%object = getSubStr( %action, %pos, 1000 );
%instance = getSubStr( %object, strlen( "button" ), 1000 );
return( %mods @ "mouse" @ ( %instance + 1 ) );
}
else
error( "Mouse input object other than button passed to getDisplayMapName!" );
}
else if ( strstr( %device, "joystick" ) != -1 )
{
// Substitute "joystick" for "button" in the action string:
%pos = strstr( %action, "button" );
if ( %pos != -1 )
{
%mods = getSubStr( %action, 0, %pos );
%object = getSubStr( %action, %pos, 1000 );
%instance = getSubStr( %object, strlen( "button" ), 1000 );
return( %mods @ "joystick" @ ( %instance + 1 ) );
}
else
{
%pos = strstr( %action, "pov" );
if ( %pos != -1 )
{
%wordCount = getWordCount( %action );
%mods = %wordCount > 1 ? getWords( %action, 0, %wordCount - 2 ) @ " " : "";
%object = getWord( %action, %wordCount - 1 );
switch$ ( %object )
{
case "upov": %object = "POV1 up";
case "dpov": %object = "POV1 down";
case "lpov": %object = "POV1 left";
case "rpov": %object = "POV1 right";
case "upov2": %object = "POV2 up";
case "dpov2": %object = "POV2 down";
case "lpov2": %object = "POV2 left";
case "rpov2": %object = "POV2 right";
default: %object = "";
}
return( %mods @ %object );
}
else
error( "Unsupported Joystick input object passed to getDisplayMapName!" );
}
}
return( "" );
}
function ControlsMenu::buildFullMapString( %this, %index )
{
%name = $RemapName[%index];
%cmd = $RemapCmd[%index];
%temp = moveMap.getBinding( %cmd );
if ( %temp $= "" )
return %name TAB "";
%mapString = "";
%count = getFieldCount( %temp );
for ( %i = 0; %i < %count; %i += 2 )
{
if ( %mapString !$= "" )
%mapString = %mapString @ ", ";
%device = getField( %temp, %i + 0 );
%object = getField( %temp, %i + 1 );
%mapString = %mapString @ %this.getMapDisplayName( %device, %object );
}
return %name TAB %mapString;
}
function ControlsMenu::fillRemapList( %this )
{
%remapList = %this-->OptRemapList;
%remapList.clear();
for ( %i = 0; %i < $RemapCount; %i++ )
%remapList.addRow( %i, %this.buildFullMapString( %i ) );
}
function ControlsMenu::doRemap( %this )
{
%remapList = %this-->OptRemapList;
%selId = %remapList.getSelectedId();
%name = $RemapName[%selId];
RemapDlg-->OptRemapText.setValue( "Re-bind \"" @ %name @ "\" to..." );
OptRemapInputCtrl.index = %selId;
Canvas.pushDialog( RemapDlg );
}
function ControlsMenuRebindButton::onClick(%this)
{
%name = $RemapName[%this.keybindIndex];
RemapDlg-->OptRemapText.setValue( "Re-bind \"" @ %name @ "\" to..." );
OptRemapInputCtrl.index = %this.keybindIndex;
OptRemapInputCtrl.optionIndex = %this.optionIndex;
Canvas.pushDialog( RemapDlg );
}
function OptRemapInputCtrl::onInputEvent( %this, %device, %action )
{
//error( "** onInputEvent called - device = " @ %device @ ", action = " @ %action @ " **" );
Canvas.popDialog( RemapDlg );
// Test for the reserved keystrokes:
if ( %device $= "keyboard" )
{
// Cancel...
if ( %action $= "escape" )
{
// Do nothing...
return;
}
}
%cmd = $RemapCmd[%this.index];
%name = $RemapName[%this.index];
// Grab the friendly display name for this action
// which we'll use when prompting the user below.
%mapName = ControlsMenu.getMapDisplayName( %device, %action );
// Get the current command this action is mapped to.
%prevMap = moveMap.getCommand( %device, %action );
// If nothing was mapped to the previous command
// mapping then it's easy... just bind it.
if ( %prevMap $= "" )
{
ControlsMenu.unbindExtraActions( %cmd, 1 );
moveMap.bind( %device, %action, %cmd );
//ControlsMenu.reload();
%newCommands = getField(ControlsMenu.buildFullMapString( %this.index ), 1);
ControlsMenuOptionsArray.getObject(%this.optionIndex)-->rebindButton.setText(%newCommands);
return;
}
// If the previous command is the same as the
// current then they hit the same input as what
// was already assigned.
if ( %prevMap $= %cmd )
{
ControlsMenu.unbindExtraActions( %cmd, 0 );
moveMap.bind( %device, %action, %cmd );
//ControlsMenu.reload();
%newCommands = getField(ControlsMenu.buildFullMapString( %this.index ), 1);
ControlsMenuOptionsArray.getObject(%this.optionIndex)-->rebindButton.setText(%newCommands);
return;
}
// Look for the index of the previous mapping.
%prevMapIndex = ControlsMenu.findRemapCmdIndex( %prevMap );
// If we get a negative index then the previous
// mapping was to an item that isn't included in
// the mapping list... so we cannot unmap it.
if ( %prevMapIndex == -1 )
{
MessageBoxOK( "Remap Failed", "\"" @ %mapName @ "\" is already bound to a non-remappable command!" );
return;
}
// Setup the forced remapping callback command.
%callback = "redoMapping(" @ %device @ ", \"" @ %action @ "\", \"" @
%cmd @ "\", " @ %prevMapIndex @ ", " @ %this.index @ ");";
// Warn that we're about to remove the old mapping and
// replace it with another.
%prevCmdName = $RemapName[%prevMapIndex];
Canvas.pushDialog( RemapConfirmDlg );
RemapConfirmationText.setText("\"" @ %mapName @ "\" is already bound to \""
@ %prevCmdName @ "\"! Do you wish to replace this mapping?");
RemapConfirmationYesButton.command = "ControlsMenu.redoMapping(" @ %device @ ", \"" @ %action @ "\", \"" @
%cmd @ "\", " @ %prevMapIndex @ ", " @ %this.index @ "); Canvas.popDialog();";
RemapConfirmationNoButton.command = "Canvas.popDialog();";
/*MessageBoxYesNo( "Warning",
"\"" @ %mapName @ "\" is already bound to \""
@ %prevCmdName @ "\"!\nDo you wish to replace this mapping?",
%callback, "" );*/
}
function ControlsMenu::findRemapCmdIndex( %this, %command )
{
for ( %i = 0; %i < $RemapCount; %i++ )
{
if ( %command $= $RemapCmd[%i] )
return( %i );
}
return( -1 );
}
/// This unbinds actions beyond %count associated to the
/// particular moveMap %commmand.
function ControlsMenu::unbindExtraActions( %this, %command, %count )
{
%temp = moveMap.getBinding( %command );
if ( %temp $= "" )
return;
%count = getFieldCount( %temp ) - ( %count * 2 );
for ( %i = 0; %i < %count; %i += 2 )
{
%device = getField( %temp, %i + 0 );
%action = getField( %temp, %i + 1 );
moveMap.unbind( %device, %action );
}
}
function ControlsMenu::redoMapping( %this, %device, %action, %cmd, %oldIndex, %newIndex )
{
//%actionMap.bind( %device, %action, $RemapCmd[%newIndex] );
moveMap.bind( %device, %action, %cmd );
%remapList = %this-->OptRemapList;
%remapList.setRowById( %oldIndex, %this.buildFullMapString( %oldIndex ) );
%remapList.setRowById( %newIndex, %this.buildFullMapString( %newIndex ) );
%this.changeSettingsPage();
}