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@@ -26,18 +26,30 @@ btn_start = Start
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btn_back = Back/Select
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btn_back = Back/Select
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*/
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*/
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+//==============================================================================
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+/// Summary:
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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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/// 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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/// such as pressing a button
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/// It is called from the engine
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/// It is called from the engine
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+///
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+/// \param %device (string) The name of the device the input event is coming fromt
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+/// \param %action (string) The specific key/input action
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+/// \param %state (bool) The down/up state of the event sent
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function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
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function UIMenuButtonList::onInputEvent(%this, %device, %action, %state)
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{
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{
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if(%state)
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if(%state)
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$activeMenuButtonContainer.processInputs(%device, %action);
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$activeMenuButtonContainer.processInputs(%device, %action);
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}
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}
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+//==============================================================================
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+/// Summary:
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/// This is used with the main UI menu lists, when an axis input event is called
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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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/// such as moving a joystick
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/// It is called from the engine
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/// It is called from the engine
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+///
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+/// \param %device (string) The name of the device the input event is coming fromt
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+/// \param %action (string) The specific key/input action
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+/// \param %axisVal (float) The float value of the axis event
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function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
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function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
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{
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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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//Skip out of the value is too low as it could just be noise or miscalibrated defaults
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@@ -47,6 +59,8 @@ function UIMenuButtonList::onAxisEvent(%this, %device, %action, %axisVal)
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$activeMenuButtonContainer.processAxisEvent(%device, %action);
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$activeMenuButtonContainer.processAxisEvent(%device, %action);
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}
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}
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+//==============================================================================
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+/// Summary:
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/// Sets the command and text for the specified button. If %text and %command
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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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/// are left empty, the button will be disabled and hidden.
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///
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///
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@@ -83,6 +97,9 @@ function MenuInputButton::set(%this, %gamepadButton, %keyboardButton, %text, %co
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%this.refresh();
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%this.refresh();
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Disables the MenuInputButton, marking it as not to consume inputs or display
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function MenuInputButton::disable(%this)
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function MenuInputButton::disable(%this)
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{
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{
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%this.setText("");
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%this.setText("");
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@@ -91,6 +108,8 @@ function MenuInputButton::disable(%this)
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%this.setVisible(false);
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%this.setVisible(false);
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}
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}
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+//==============================================================================
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+/// Summary:
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/// Refreshes the specific button, updating it's visbility status and the displayed input image
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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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function MenuInputButton::refresh(%this)
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{
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{
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@@ -203,6 +222,8 @@ function MenuInputButton::refresh(%this)
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return true;
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return true;
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}
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}
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+//==============================================================================
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+/// Summary:
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/// Refreshes a menu input container, updating the buttons inside it
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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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function MenuInputButtonContainer::refresh(%this)
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{
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{
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@@ -215,6 +236,8 @@ function MenuInputButtonContainer::refresh(%this)
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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/// Sets the given MenuInputButtonContainer as the active one. This directs input events
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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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/// 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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function MenuInputButtonContainer::setActive(%this)
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@@ -227,6 +250,8 @@ function MenuInputButtonContainer::setActive(%this)
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$activeMenuButtonContainer.refresh();
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$activeMenuButtonContainer.refresh();
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}
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}
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+//==============================================================================
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+/// Summary:
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/// Checks the input manager for if we have a gamepad active and gets it's name
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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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/// If we have one, also sets the active input type to gamepad
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function MenuInputButtonContainer::checkGamepad(%this)
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function MenuInputButtonContainer::checkGamepad(%this)
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@@ -241,12 +266,17 @@ function MenuInputButtonContainer::checkGamepad(%this)
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$activeControllerType = "gamepad";
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$activeControllerType = "gamepad";
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}
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}
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+ //==============================================================================
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+/// Summary:
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/// This is called by the earlier inputs callback that comes from the menu list
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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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/// 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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/// (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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/// 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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/// 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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/// MenuInputButtons. If we have a match, we execute it's command.
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+///
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+/// \param %device (string) The device that is causing the input event
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+/// \param %action (string) The name of the input action
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function MenuInputButtonContainer::processInputs(%this, %device, %action)
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function MenuInputButtonContainer::processInputs(%this, %device, %action)
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{
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{
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//check to see if our status has changed
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//check to see if our status has changed
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@@ -305,10 +335,16 @@ function MenuInputButtonContainer::processInputs(%this, %device, %action)
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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/// This is called by the earlier inputs callback that comes from the menu list
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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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/// 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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/// (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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/// the display
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+///
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+/// \param %device (string) The name of the device the input event is coming fromt
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+/// \param %action (string) The specific key/input action
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+/// \param %axisVal (float) The float value of the axis event
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function MenuInputButtonContainer::processAxisEvent(%this, %device, %action, %axisVal)
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function MenuInputButtonContainer::processAxisEvent(%this, %device, %action, %axisVal)
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{
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{
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//check to see if our status has changed
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//check to see if our status has changed
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@@ -367,6 +403,15 @@ function onSDLDeviceDisconnected(%sdlIndex)
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// This'll let the active menu list be navigated, as well as buttons be processed
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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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// and ultimately handled by the Input Buttons above
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//==============================================================================
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//==============================================================================
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+//==============================================================================
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+/// Summary:
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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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+///
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+/// \param %device (string) The name of the device the input event is coming fromt
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+/// \param %action (string) The specific key/input action
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+/// \param %axisVal (float) The float value of the axis event
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function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
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function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
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{
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{
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//this is to force a refresh of the menu
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//this is to force a refresh of the menu
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@@ -416,6 +461,15 @@ function MenuInputHandler::onAxisEvent(%this, %device, %action, %value)
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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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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+///
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+/// \param %device (string) The name of the device the input event is coming fromt
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+/// \param %action (string) The specific key/input action
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+/// \param %state (bool) The down/up state of the event sent
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function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
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function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
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{
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{
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if(%action $= "upov" || %action $= "dpov" || %action $= "lpov" || %action $= "rpov")
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if(%action $= "upov" || %action $= "dpov" || %action $= "lpov" || %action $= "rpov")
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@@ -432,6 +486,10 @@ function MenuInputHandler::onInputEvent(%this, %device, %action, %state)
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// Menu List processing
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// Menu List processing
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// These functions manage the navigation and activation of the Menu Lists
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// These functions manage the navigation and activation of the Menu Lists
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//==============================================================================
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//==============================================================================
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+//==============================================================================
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+/// Summary:
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+/// Is the GUIContainer with this MenuList namespace the 'active' menulist as far
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+/// as UI interfaces is concerned?
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function MenuList::isActiveMenuList(%this)
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function MenuList::isActiveMenuList(%this)
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{
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{
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if($activeMenuList == %this)
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if($activeMenuList == %this)
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@@ -440,6 +498,14 @@ function MenuList::isActiveMenuList(%this)
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return false;
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return false;
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Sets the GUIContainer with this MenuList namespace as the active menulist.
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+/// This means that any input events caught in MenuInputHandlers is directed at
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+/// this menu list to navigate it
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+///
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+/// \param %startPosition (Point2F) The X and Y starting positions of the selection for this menuList
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+/// \param %menuMode (string) Indicates the mode/type of menuList, allowing for special behaviors depending on type
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function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
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function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
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{
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{
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if(%startPosition $= "")
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if(%startPosition $= "")
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@@ -456,7 +522,9 @@ function MenuList::setAsActiveMenuList(%this, %startPosition, %menuMode)
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%this.refresh();
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%this.refresh();
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}
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}
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-
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+//==============================================================================
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+/// Summary:
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+/// Activates the currently highlighted child object
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function MenuList::activate(%this)
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function MenuList::activate(%this)
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{
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{
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//check for a highlighted element
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//check for a highlighted element
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@@ -467,6 +535,11 @@ function MenuList::activate(%this)
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// refreshes the menuList, updating children highlight status and if there is
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+/// a button pointer control defined on our list, we update it's position as
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+/// needed
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function MenuList::refresh(%this)
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function MenuList::refresh(%this)
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{
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{
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%selectedObject = -1;
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%selectedObject = -1;
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@@ -516,6 +589,10 @@ function MenuList::refresh(%this)
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Selects the next 'up' child item in the menuList. If the current is the topmost
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+/// then nothing happens
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function MenuList::navigateUp(%this)
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function MenuList::navigateUp(%this)
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{
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{
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$activeMenuList.ListPosition.y -= 1;
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$activeMenuList.ListPosition.y -= 1;
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@@ -525,6 +602,10 @@ function MenuList::navigateUp(%this)
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%this.refresh();
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%this.refresh();
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Selects the next 'down' child item in the menuList. If the current is the bottommost
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+/// then nothing happens
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function MenuList::navigateDown(%this)
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function MenuList::navigateDown(%this)
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{
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{
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$activeMenuList.ListPosition.y += 1;
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$activeMenuList.ListPosition.y += 1;
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@@ -534,6 +615,10 @@ function MenuList::navigateDown(%this)
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%this.refresh();
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%this.refresh();
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Selects the next 'left' child item in the menuList. If the current item is the leftmost
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+/// then nothing happens
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function MenuList::navigateLeft()
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function MenuList::navigateLeft()
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{
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{
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//Atm, we're only handling specific control types, namely options entries, but
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//Atm, we're only handling specific control types, namely options entries, but
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@@ -564,6 +649,10 @@ function MenuList::navigateLeft()
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Selects the next 'right' child item in the menuList. If the current item is the rightmost
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+/// then nothing happens
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function MenuList::navigateRight()
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function MenuList::navigateRight()
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{
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{
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%btn = $activeMenuList.getObject($activeMenuList.ListPosition.y);
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%btn = $activeMenuList.getObject($activeMenuList.ListPosition.y);
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@@ -590,13 +679,24 @@ function MenuList::navigateRight()
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}
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}
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Gets the current vertical positionally selected child object
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function MenuList::getActiveRow(%this)
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function MenuList::getActiveRow(%this)
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{
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{
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return $activeMenuList.ListPosition.y;
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return $activeMenuList.ListPosition.y;
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}
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}
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+//==============================================================================
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+/// Summary:
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+/// Called from the engine when a GUIButtonBase-derived class with MenuListButton namespace class
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+/// has its highlighting status changed. Allows us to react to this change of state and trigger refreshse
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+/// or other events to keep the navigation tracking up to date
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+///
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+/// \param %state (bool) The on/off state of the button being highlighted
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function MenuListButton::onHighlighted(%this, %state)
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function MenuListButton::onHighlighted(%this, %state)
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{
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{
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+ echo("MenuListButton::onHighlighted() - " @ %this.internalName @ " was " @ %state @ " highlighted");
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%parentContainer = %this.getParent();
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%parentContainer = %this.getParent();
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if(%parentContainer.class $= "MenuList" || %parentContainer.superClass $= "MenuList")
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if(%parentContainer.class $= "MenuList" || %parentContainer.superClass $= "MenuList")
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{
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{
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@@ -607,6 +707,7 @@ function MenuListButton::onHighlighted(%this, %state)
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%parentContainer.buttonPointerCtrl.setHidden(false);
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%parentContainer.buttonPointerCtrl.setHidden(false);
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%buttonCenter = %this.getGlobalCenter();
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%buttonCenter = %this.getGlobalCenter();
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+ echo(" - button center:" @ %buttonCenter);
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if(%parentContainer.centerButtonPointerCtrl)
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if(%parentContainer.centerButtonPointerCtrl)
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{
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{
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@@ -617,7 +718,12 @@ function MenuListButton::onHighlighted(%this, %state)
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//if we're not centering, then left-justify
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//if we're not centering, then left-justify
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%parentContainer.buttonPointerCtrl.setGlobalCenter(%buttonCenter.x - %this.extent.x / 2, %buttonCenter.y);
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%parentContainer.buttonPointerCtrl.setGlobalCenter(%buttonCenter.x - %this.extent.x / 2, %buttonCenter.y);
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}
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}
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+ echo(" - pointer position:" @ %parentContainer.buttonPointerCtrl.getPosition());
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}
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}
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+ /*else
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+ {
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+ %parentContainer.buttonPointerCtrl.setHidden(true);
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+ }*/
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}
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}
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}
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}
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}
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}
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