//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gui/utility/guiInputCtrl.h" #include "sim/actionMap.h" #include "console/engineAPI.h" IMPLEMENT_CONOBJECT(GuiInputCtrl); ConsoleDocClass( GuiInputCtrl, "@brief A control that locks the mouse and reports all keyboard input events to script.\n\n" "This is useful for implementing custom keyboard handling code, and most commonly " "used in Torque for a menu that allows a user to remap their in-game controls\n\n " "@tsexample\n" "new GuiInputCtrl(OptRemapInputCtrl)\n" "{\n" " lockMouse = \"0\";\n" " position = \"0 0\";\n" " extent = \"64 64\";\n" " minExtent = \"8 8\";\n" " horizSizing = \"center\";\n" " vertSizing = \"bottom\";\n" " profile = \"GuiInputCtrlProfile\";\n" " visible = \"1\";\n" " active = \"1\";\n" " tooltipProfile = \"GuiToolTipProfile\";\n" " hovertime = \"1000\";\n" " isContainer = \"0\";\n" " canSave = \"1\";\n" " canSaveDynamicFields = \"0\";\n" "};\n" "@endtsexample\n\n" "@see GuiMouseEventCtrl\n" "@ingroup GuiUtil\n"); //------------------------------------------------------------------------------ void GuiInputCtrl::initPersistFields() { Parent::initPersistFields(); } //------------------------------------------------------------------------------ bool GuiInputCtrl::onWake() { // Set the default profile on start-up: if( !mProfile ) { GuiControlProfile* profile; Sim::findObject( "GuiInputCtrlProfile", profile); if( profile ) setControlProfile( profile ); } if ( !Parent::onWake() ) return( false ); if( !smDesignTime ) mouseLock(); setFirstResponder(); return( true ); } //------------------------------------------------------------------------------ void GuiInputCtrl::onSleep() { Parent::onSleep(); mouseUnlock(); clearFirstResponder(); } //------------------------------------------------------------------------------ static bool isModifierKey( U16 keyCode ) { switch ( keyCode ) { case KEY_LCONTROL: case KEY_RCONTROL: case KEY_LALT: case KEY_RALT: case KEY_LSHIFT: case KEY_RSHIFT: return( true ); } return( false ); } IMPLEMENT_CALLBACK( GuiInputCtrl, onInputEvent, void, (const char* device, const char* action, bool state ), ( device, action, state), "@brief Callback that occurs when an input is triggered on this control\n\n" "@param device The device type triggering the input, such as keyboard, mouse, etc\n" "@param action The actual event occuring, such as a key or button\n" "@param state True if the action is being pressed, false if it is being release\n\n" ); //------------------------------------------------------------------------------ bool GuiInputCtrl::onInputEvent( const InputEventInfo &event ) { // TODO - add POV support... if ( event.action == SI_MAKE ) { if ( event.objType == SI_BUTTON || event.objType == SI_POV || ( ( event.objType == SI_KEY ) && !isModifierKey( event.objInst ) ) ) { char deviceString[32]; if ( !ActionMap::getDeviceName( event.deviceType, event.deviceInst, deviceString ) ) return( false ); const char* actionString = ActionMap::buildActionString( &event ); //Con::executef( this, "onInputEvent", deviceString, actionString, "1" ); onInputEvent_callback(deviceString, actionString, 1); return( true ); } } else if ( event.action == SI_BREAK ) { if ( ( event.objType == SI_KEY ) && isModifierKey( event.objInst ) ) { char keyString[32]; if ( !ActionMap::getKeyString( event.objInst, keyString ) ) return( false ); //Con::executef( this, "onInputEvent", "keyboard", keyString, "0" ); onInputEvent_callback("keyboard", keyString, 0); return( true ); } } return( false ); }