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Changed from "click" to "touch" to better map with template projects

Björn Ritzl 6 năm trước cách đây
mục cha
commit
629267225a

+ 1 - 1
examples/_main/menu.gui_script

@@ -137,7 +137,7 @@ function on_message(self, message_id, message, sender)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then
+	if action_id == hash("touch") and action.pressed then
 		if self.state == "categories" then
 			for i, cat in ipairs(self.categories) do
 				if gui.pick_node(cat.node, action.x, action.y) then

+ 1 - 1
examples/_main/ui.gui_script

@@ -14,7 +14,7 @@ function on_message(self, message_id, message, sender)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed and self.active then
+	if action_id == hash("touch") and action.pressed and self.active then
 		if gui.pick_node(self.closenode, action.x, action.y) then
 			msg.post("/loader#script", "unload_example")
 		end

+ 1 - 1
examples/animation/spine/spine.script

@@ -4,7 +4,7 @@ function init(self)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then
+	if action_id == hash("touch") and action.pressed then
     	local properties = { blend_duration = 0.3 } -- <3>
     	if self.state == "idle" then -- <4>
 			spine.play_anim("#spinemodel", hash("run"), go.PLAYBACK_LOOP_FORWARD, properties)

+ 2 - 2
examples/basics/follow/follow.script

@@ -8,7 +8,7 @@ local function landed(self) -- <9>
 end
 
 function on_input(self, action_id, action)
-    if action_id == hash("click") and action.pressed then -- <3>
+    if action_id == hash("touch") and action.pressed then -- <3>
 		if not self.moving then -- <4>
 			msg.post("#label", "disable") -- <5>
 			self.moving = true -- <6>
@@ -21,7 +21,7 @@ end
 --[[
 1. Tell the engine that this game object ("." is shorthand for the current game object) should listen to input. Any input will be received in the `on_input()` function.
 2. Store a flag in `self` (the current script component) to indicate if the game object is moving or not.
-3. If we receive an input action named "click" and it is pressed then run the following.
+3. If we receive an input action named "touch" and it is pressed then run the following.
 4. If the `moving` flag is not set.
 5. Disable (don't show) the help text label.
 6. Set the `moving` flag.

+ 1 - 1
examples/basics/message_passing/bunny2.script

@@ -24,7 +24,7 @@ function on_message(self, message_id, message, sender)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed and not self.moving then -- <3>
+	if action_id == hash("touch") and action.pressed and not self.moving then -- <3>
 		local pos = vmath.vector3(action.x, action.y, 0)
 		msg.post("#", "go to", { position = pos }) -- <4>
 	end

+ 1 - 1
examples/basics/parent_child/parent.script

@@ -9,7 +9,7 @@ end
 
 
 function on_input(self, action_id, action)
-    if action_id == hash("click") and action.pressed then
+    if action_id == hash("touch") and action.pressed then
     	if self.has_child then
 			msg.post("child", "set_parent", { keep_world_transform = 1 }) -- <5>
 			label.set_text("#label", "Click to child...") -- <6>

+ 1 - 1
examples/basics/spawn/bunny.script

@@ -3,7 +3,7 @@ function init(self)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then -- <2>
+	if action_id == hash("touch") and action.pressed then -- <2>
 		local pos = go.get_position()
 		pos.x = pos.x + 100 -- <3>
 		local carrot_id = factory.create("#carrotfactory", pos) -- <4>

+ 1 - 1
examples/debug/physics/physics.script

@@ -4,7 +4,7 @@ function init(self)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then
+	if action_id == hash("touch") and action.pressed then
 		msg.post("@system:", "toggle_physics_debug") -- <3>
 		if self.show_debug then -- <4>
 			msg.post("main:/loader", "set_time_step", { factor = 1, mode = 0 })

+ 1 - 1
examples/debug/profile/profile.script

@@ -3,7 +3,7 @@ function init(self)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then
+	if action_id == hash("touch") and action.pressed then
 		msg.post("@system:", "toggle_profile") -- <2>
 	end
 end

+ 1 - 1
examples/gui/button/button.gui_script

@@ -3,7 +3,7 @@ function init(self)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then -- <2>
+	if action_id == hash("touch") and action.pressed then -- <2>
 		local button = gui.get_node("button") -- <3>
 		local text = gui.get_node("text") -- <4>
 		if gui.pick_node(button, action.x, action.y) then -- <5>

+ 1 - 1
examples/gui/load_texture/load_texture.gui_script

@@ -41,7 +41,7 @@ function init(self)
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") and action.pressed then
+	if action_id == hash("touch") and action.pressed then
 		if gui.pick_node(self.button, action.x, action.y) then -- <12>
 			start_load_random(self) -- <3>
 		end

+ 1 - 1
examples/input/down_duration/down_duration.md

@@ -1,6 +1,6 @@
 ---
 title: Down duration
-brief: Listens to input trigger "click" and count mouse down duration in update method.
+brief: Listens to input trigger "touch" and count mouse down duration in update method.
 scripts: down_duration.script
 ---
 

+ 2 - 2
examples/input/down_duration/down_duration.script

@@ -11,7 +11,7 @@ local function update_text(self) -- <3>
 end
 
 function on_input(self, action_id, action)
-	if action_id == hash("click") then -- <6>
+	if action_id == hash("touch") then -- <6>
 		if action.pressed then -- <7>
 			self.is_start_timer = true -- <8>
 		elseif action.released then -- <9>
@@ -36,7 +36,7 @@ end
 3. Create method for updating the text label.
 4. Create a formatted string from the format and duration and last_duration arguments.
 5. Set the label component to the stored text.
-6. Check if we receive an input action named "click".
+6. Check if we receive an input action named "touch".
 7. Check if it is pressed then run the following.
 8. Change flag for starting a timer.
 9. Check if it is released then run the following.

BIN
examples/input/down_duration/input_binding.png


+ 2 - 2
examples/physics/kinematic/kinematic.script

@@ -8,7 +8,7 @@ local function landed(self) -- <9>
 end
 
 function on_input(self, action_id, action)
-    if action_id == hash("click") and action.pressed then -- <3>
+    if action_id == hash("touch") and action.pressed then -- <3>
 		if not self.moving then -- <4>
 			msg.post("#label", "disable") -- <5>
 			self.moving = true -- <6>
@@ -21,7 +21,7 @@ end
 --[[
 1. Tell the engine that this object ("." is shorthand for the current game object) should listen to input. Any input will be received in the `on_input()` function.
 2. Store a flag in `self` (the current script component) to indicate if the game object is moving or not.
-3. If we receive an input action named "click" and it is pressed then run the following.
+3. If we receive an input action named "touch" and it is pressed then run the following.
 4. If the `moving` flag is not set.
 5. Disable (don't show) the help text label.
 6. Set the `moving` flag.

+ 2 - 2
input/game.input_binding

@@ -20,11 +20,11 @@ key_trigger {
 }
 mouse_trigger {
   input: MOUSE_BUTTON_LEFT
-  action: "click"
+  action: "touch"
 }
 touch_trigger {
   input: TOUCH_MULTI
-  action: "touch"
+  action: "multitouch"
 }
 text_trigger {
   input: TEXT