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- //==============================================================================
- // 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
- */
- //==============================================================================
- /// Summary:
- /// 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
- ///
- /// \param %device (string) The name of the device the input event is coming fromt
- /// \param %action (string) The specific key/input action
- /// \param %state (bool) The down/up state of the event sent
- function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
- {
- if(%state)
- $activeMenuButtonContainer.processInputs(%device, %action);
- }
- //==============================================================================
- /// Summary:
- /// 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
- ///
- /// \param %device (string) The name of the device the input event is coming fromt
- /// \param %action (string) The specific key/input action
- /// \param %axisVal (float) The float value of the axis event
- 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);
- }
- //==============================================================================
- /// Summary:
- /// 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.
- function MenuInputButton::set(%this, %gamepadButton, %keyboardButton, %text, %command)
- {
- %this.setHidden(false);
-
- %set = (! ((%text $= "") && (%command $= "")));
-
- %this.gamepadButton = %gamepadButton;
- %this.keyboardButton = %keyboardButton;
-
- if(%gamepadButton $= "")
- %this.gamepadValid = false;
- else
- %this.gamepadValid = true;
-
- if(%keyboardButton $= "")
- %this.kbmValid = false;
- else
- %this.kbmValid = true;
- if((!%this.kbmValid && $activeControllerType !$= "gamepad") ||
- (!%this.gamepadValid && $activeControllerType $= "gamepad"))
- %set = false;
-
- %this.setText(%text);
- %this.Command = %command;
-
- %this.refresh();
- }
- //==============================================================================
- /// Summary:
- /// Disables the MenuInputButton, marking it as not to consume inputs or display
- function MenuInputButton::disable(%this)
- {
- %this.setText("");
- %this.Command = "";
- %this.setActive(false);
- %this.setVisible(false);
- }
- //==============================================================================
- /// Summary:
- /// Refreshes the specific button, updating it's visbility status and the displayed input image
- function MenuInputButton::refresh(%this)
- {
- %set = (! ((%this.text $= "") && (%this.command $= "")));
-
- //Do a check so if a MenuInput is selectively bound and we're not using the
- //matched input type, then we skip
- if((!%this.kbmValid && $activeControllerType !$= "gamepad") ||
- (!%this.gamepadValid && $activeControllerType $= "gamepad"))
- %set = false;
-
- %this.setActive(%set);
- %this.setVisible(%set);
-
- if(!%this.isActive())
- return;
-
- if($activeControllerType $= "gamepad")
- {
- if(%this.gamepadButton !$= "")
- {
- %assetId = "";
- if($activeControllerName $= "PS4 Controller")
- {
- %assetId = "UI:PS4_";
-
- if(%this.gamepadButton $= "btn_a")
- %assetId = %assetId @ "Cross";
- else if(%this.gamepadButton $= "btn_b")
- %assetId = %assetId @ "Circle";
- else if(%this.gamepadButton $= "btn_x")
- %assetId = %assetId @ "Square";
- else if(%this.gamepadButton $= "btn_y")
- %assetId = %assetId @ "Triangle";
- else if(%this.gamepadButton $= "btn_l")
- %assetId = %assetId @ "L1";
- else if(%this.gamepadButton $= "zaxis")
- %assetId = %assetId @ "L2";
- else if(%this.gamepadButton $= "btn_r")
- %assetId = %assetId @ "R1";
- else if(%this.gamepadButton $= "rzaxis")
- %assetId = %assetId @ "R2";
- else if(%this.gamepadButton $= "btn_start")
- %assetId = %assetId @ "Options";
- else if(%this.gamepadButton $= "btn_back")
- %assetId = %assetId @ "Share";
- }
- else if($activeControllerName $= "Nintendo Switch Pro Controller")
- {
- %assetId = "UI:Switch_";
-
- if(%this.gamepadButton $= "btn_a")
- %assetId = %assetId @ "B";
- else if(%this.gamepadButton $= "btn_b")
- %assetId = %assetId @ "A";
- else if(%this.gamepadButton $= "btn_x")
- %assetId = %assetId @ "Y";
- else if(%this.gamepadButton $= "btn_y")
- %assetId = %assetId @ "X";
- else if(%this.gamepadButton $= "btn_l")
- %assetId = %assetId @ "LB";
- else if(%this.gamepadButton $= "zaxis")
- %assetId = %assetId @ "LT";
- else if(%this.gamepadButton $= "btn_r")
- %assetId = %assetId @ "RB";
- else if(%this.gamepadButton $= "rzaxis")
- %assetId = %assetId @ "RT";
- else if(%this.gamepadButton $= "btn_start")
- %assetId = %assetId @ "Plus";
- else if(%this.gamepadButton $= "btn_back")
- %assetId = %assetId @ "Minus";
- }
- else if($activeControllerName !$= "")
- {
- %assetId = "UI:Xbox_";
-
- if(%this.gamepadButton $= "btn_a")
- %assetId = %assetId @ "A";
- else if(%this.gamepadButton $= "btn_b")
- %assetId = %assetId @ "B";
- else if(%this.gamepadButton $= "btn_x")
- %assetId = %assetId @ "X";
- else if(%this.gamepadButton $= "btn_y")
- %assetId = %assetId @ "Y";
- else if(%this.gamepadButton $= "btn_l")
- %assetId = %assetId @ "LB";
- else if(%this.gamepadButton $= "zaxis")
- %assetId = %assetId @ "LT";
- else if(%this.gamepadButton $= "btn_r")
- %assetId = %assetId @ "RB";
- else if(%this.gamepadButton $= "rzaxis")
- %assetId = %assetId @ "RT";
- else if(%this.gamepadButton $= "btn_start")
- %assetId = %assetId @ "Menu";
- else if(%this.gamepadButton $= "btn_back")
- %assetId = %assetId @ "Windows";
- }
- }
- }
- else
- {
- if(%this.keyboardButton !$= "")
- {
- %assetId = "UI:Keyboard_Black_" @ %this.keyboardButton;
- }
- }
-
- %this.setBitmap(%assetId @ "_image");
- return true;
- }
- //==============================================================================
- /// Summary:
- /// 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();
- }
- }
- //==============================================================================
- /// Summary:
- /// 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();
- }
- //==============================================================================
- /// Summary:
- /// 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";
- }
-
- //==============================================================================
- /// Summary:
- /// 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.
- ///
- /// \param %device (string) The device that is causing the input event
- /// \param %action (string) The name of the input action
- 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);
- }
- }
- }
- }
- //==============================================================================
- /// Summary:
- /// 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
- ///
- /// \param %device (string) The name of the device the input event is coming fromt
- /// \param %action (string) The specific key/input action
- /// \param %axisVal (float) The float value of the axis event
- 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;
- }*/
- }
- //==============================================================================
- // Menu Input processing
- // These functions manage the Menu input processing in general
- // Whenever a MenuInputHandler consumes an input event, it'll process them here
- // This'll let the active menu list be navigated, as well as buttons be processed
- // and ultimately handled by the Input Buttons above
- //==============================================================================
- //==============================================================================
- /// Summary:
- /// 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
- ///
- /// \param %device (string) The name of the device the input event is coming fromt
- /// \param %action (string) The specific key/input action
- /// \param %axisVal (float) The float value of the axis event
- function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
- {
- //this is to force a refresh of the menu
- if(%value == 1 || %value == -1)
- $activeMenuButtonContainer.processInputs(%device, %action);
-
- if(startsWith(%device, "mouse"))
- return;
-
- if((%action $= "upov" && %value > 0) || (%action $= "yaxis" && %value == -1))
- {
- $activeMenuList.navigateUp();
- }
-
- if((%action $= "dpov" && %value > 0) || (%action $= "yaxis" && %value == 1))
- {
- $activeMenuList.navigateDown();
- }
-
- //How we deal with the left and right navigation is dependant on the mode of the
- //menu list
- if($activeMenuListMode $= "Settings")
- {
- if((%action $= "lpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
- {
- echo("Options menu nudged left!");
- //$activeMenuList.navigateLeft();
- }
-
- if((%action $= "rpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
- {
- echo("Options menu nudged right!");
- //$activeMenuList.navigateRight();
- }
- }
- else
- {
- if((%action $= "lpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
- {
- $activeMenuList.navigateLeft();
- }
-
- if((%action $= "rpov" && %value > 0) || (%action $= "xaxis" && %value == -1))
- {
- $activeMenuList.navigateRight();
- }
- }
- }
- //==============================================================================
- /// Summary:
- /// 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
- ///
- /// \param %device (string) The name of the device the input event is coming fromt
- /// \param %action (string) The specific key/input action
- /// \param %state (bool) The down/up state of the event sent
- function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
- {
- if(%action $= "upov" || %action $= "dpov" || %action $= "lpov" || %action $= "rpov")
- {
- %this.onAxisEvent(%device, %action, %state);
- return;
- }
-
- if(%state)
- $activeMenuButtonContainer.processInputs(%device, %action);
- }
- //==============================================================================
- // Menu List processing
- // These functions manage the navigation and activation of the Menu Lists
- //==============================================================================
- //==============================================================================
- /// Summary:
- /// Is the GUIContainer with this MenuList namespace the 'active' menulist as far
- /// as UI interfaces is concerned?
- function MenuList::isActiveMenuList(%this)
- {
- if($activeMenuList == %this)
- return true;
-
- return false;
- }
- //==============================================================================
- /// Summary:
- /// Sets the GUIContainer with this MenuList namespace as the active menulist.
- /// This means that any input events caught in MenuInputHandlers is directed at
- /// this menu list to navigate it
- ///
- /// \param %startPosition (Point2F) The X and Y starting positions of the selection for this menuList
- /// \param %menuMode (string) Indicates the mode/type of menuList, allowing for special behaviors depending on type
- function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
- {
- if(%startPosition $= "")
- %startPosition = "0 0";
-
- if(%menuMode $= "")
- %menuMode = "Menu";
-
- $activeMenuList = %this;
- $activeMenuList.hidden = false;
- $activeMenuList.ListPosition = %startPosition;
- $activeMenuListMode = %menuMode;
-
- %this.refresh();
- }
- //==============================================================================
- /// Summary:
- /// Activates the currently highlighted child object
- function MenuList::activate(%this)
- {
- //check for a highlighted element
- if($activeMenuList.ListPosition.y > -1 && $activeMenuList.ListPosition < $activeMenuList.getCount())
- {
- %btn = $activeMenuList.getObject($activeMenuList.ListPosition.y);
- %btn.performClick();
- }
- }
- //==============================================================================
- /// Summary:
- /// refreshes the menuList, updating children highlight status and if there is
- /// a button pointer control defined on our list, we update it's position as
- /// needed
- function MenuList::refresh(%this)
- {
- %selectedObject = -1;
- for(%i=0; %i < $activeMenuList.getCount(); %i++)
- {
- %btn = $activeMenuList.getObject(%i);
-
- %isSelected = %i == $activeMenuList.ListPosition.y;
-
- %btn.setHighlighted(%isSelected);
-
- if(%isSelected)
- %selectedObject = %i;
- }
-
- if(isObject(%this.buttonPointerCtrl))
- {
- if(%selectedObject != -1)
- {
- %this.buttonPointerCtrl.setHidden(false);
-
- %buttonCenter = $activeMenuList.getObject(%selectedObject).getGlobalCenter();
-
- if(%this.centerButtonPointerCtrl)
- {
- %this.buttonPointerCtrl.setCenter(%buttonCenter.x, %buttonCenter.y);
- }
- else
- {
- //if we're not centering, then left-justify
- %this.buttonPointerCtrl.setCenter(%buttonCenter.x - $activeMenuList.getObject(%selectedObject).extent.x / 2, %buttonCenter.y);
- }
- }
- else
- {
- %this.buttonPointerCtrl.setHidden(true);
- }
- }
-
- if($activeMenuList.isMethod("onNavigate"))
- $activeMenuList.onNavigate($activeMenuList.ListPosition.y);
-
- %parent = $activeMenuList.getParent();
- if(%parent.getClassName() $= "GuiScrollCtrl")
- {
- %parent.scrollToObject(%selectedObject);
- }
- }
- //==============================================================================
- /// Summary:
- /// Selects the next 'up' child item in the menuList. If the current is the topmost
- /// then nothing happens
- function MenuList::navigateUp(%this)
- {
- $activeMenuList.ListPosition.y -= 1;
- if($activeMenuList.ListPosition.y < 0)
- $activeMenuList.ListPosition.y = 0;
-
- %this.refresh();
- }
- //==============================================================================
- /// Summary:
- /// Selects the next 'down' child item in the menuList. If the current is the bottommost
- /// then nothing happens
- function MenuList::navigateDown(%this)
- {
- $activeMenuList.ListPosition.y += 1;
- if($activeMenuList.ListPosition.y >= $activeMenuList.getCount())
- $activeMenuList.ListPosition.y = $activeMenuList.getCount()-1;
-
- %this.refresh();
- }
- //==============================================================================
- /// Summary:
- /// Selects the next 'left' child item in the menuList. If the current item is the leftmost
- /// then nothing happens
- function MenuList::navigateLeft()
- {
- //Atm, we're only handling specific control types, namely options entries, but
- //this could readily be expanded upon to handle grids like for inventory screens
- //or the like
-
- %btn = $activeMenuList.getObject($activeMenuList.ListPosition.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();
- }
- }
- }
- //==============================================================================
- /// Summary:
- /// Selects the next 'right' child item in the menuList. If the current item is the rightmost
- /// then nothing happens
- function MenuList::navigateRight()
- {
- %btn = $activeMenuList.getObject($activeMenuList.ListPosition.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();
- }
- }
- }
- //==============================================================================
- /// Summary:
- /// Gets the current vertical positionally selected child object
- function MenuList::getActiveRow(%this)
- {
- return $activeMenuList.ListPosition.y;
- }
- //==============================================================================
- /// Summary:
- /// Called from the engine when a GUIButtonBase-derived class with MenuListButton namespace class
- /// has its highlighting status changed. Allows us to react to this change of state and trigger refreshse
- /// or other events to keep the navigation tracking up to date
- ///
- /// \param %state (bool) The on/off state of the button being highlighted
- function MenuListButton::onHighlighted(%this, %state)
- {
- echo("MenuListButton::onHighlighted() - " @ %this.internalName @ " was " @ %state @ " highlighted");
- %parentContainer = %this.getParent();
- if(%parentContainer.class $= "MenuList" || %parentContainer.superClass $= "MenuList")
- {
- if(isObject(%parentContainer.buttonPointerCtrl))
- {
- if(%state)
- {
- %parentContainer.buttonPointerCtrl.setHidden(false);
-
- %buttonCenter = %this.getGlobalCenter();
- echo(" - button center:" @ %buttonCenter);
-
- if(%parentContainer.centerButtonPointerCtrl)
- {
- %parentContainer.buttonPointerCtrl.setGlobalCenter(%buttonCenter.x, %buttonCenter.y);
- }
- else
- {
- //if we're not centering, then left-justify
- %parentContainer.buttonPointerCtrl.setGlobalCenter(%buttonCenter.x - %this.extent.x / 2, %buttonCenter.y);
- }
- echo(" - pointer position:" @ %parentContainer.buttonPointerCtrl.getPosition());
- }
- /*else
- {
- %parentContainer.buttonPointerCtrl.setHidden(true);
- }*/
- }
- }
- }
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