Beispiel #1
0
        public GUIFunction(string name, InputDevice bindingDevice, string defaultButtonName)
        {
            this.eventName = name;
            bindingDevice.Bind(defaultButtonName, 0, ButtonCommand.Down, this);

            //if there is no default function, it's this now
            if (GUIFunction.defaultFunction == null)
            {
                GUIFunction.defaultFunction = this;
            }

            GUIFunction.guiFunctions.Add(this);
        }
Beispiel #2
0
        /// <summary>
        /// Creates a new gui function with the given name, binds it to the named button on the given device.
        /// </summary>
        /// <param name="name">The GUI Function's name</param>
        /// <param name="bindingDevice">The Input Device to bind to.</param>
        /// <param name="defaultButtonName"></param>
        public GUIFunction(string name, InputDevice bindingDevice, string defaultButtonName, ButtonCommand buttonCommand)
        {
            if (GUIFunction.GetByName(name) != null)
            {
                Debug.log("Warning! GUI Function with this name already exists! You really need a factory!");
            }

            this.eventName = name;
            bindingDevice.Bind(defaultButtonName, 0, buttonCommand, this);

            //if there is no default function, it's this now
            if (GUIFunction.defaultFunction == null)
            {
                GUIFunction.defaultFunction = this;
            }

            GUIFunction.guiFunctions.Add(this);
        }
Beispiel #3
0
        public static void InitializeDevices()
        {
            InputDevice.Mouse = new InputDevice("mouse", isCursor: true);
            InputDevice.Keyboard = new InputDevice("keyboard");

            InputDevice.Mouse.SetButtonName(1, "mouse0");
            //InputDevice.Mouse.SetButtonName(1, "mouse1");

            // Set up basic values for mouse axes
            // X
            InputDevice.Mouse.SetAxisPosition(0, 0);
            // Y
            InputDevice.Mouse.SetAxisPosition(1, 0);

            //maybe use getkeycode or getkeychar javascript functions for the keyboard (for now)?
            InputDevice.Keyboard.SetButtonName(32, "space");
            InputDevice.Keyboard.SetButtonName(65, "a");
            InputDevice.Keyboard.SetButtonName(68, "d");
            InputDevice.Keyboard.SetButtonName(83, "s");
            InputDevice.Keyboard.SetButtonName(87, "w");
            InputDevice.Keyboard.SetButtonName(187, "Plus");
            InputDevice.Keyboard.SetButtonName(107, "NumPlus");
        }
Beispiel #4
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        public void GUI_Event(GUIFunction buttonFunction, InputDevice callingDevice, Point eventPos)
        {
            //perform the gui function attached to the affected layer
            this.DoGUIFunction(buttonFunction, callingDevice, eventPos);

            //the gui element receiving the event
            GuiElement elementToNotify;

            //if the pos is null, then assume that the item to fire on is the focused item
            if (eventPos == null)
            {
                //there is no focused element, so we don't know what element to send the command to
                if (this.focusedElement == null)
                {
                    return;
                }
                elementToNotify = this.focusedElement;
            }
                //if eventpos is not null, find the element at the position
            else
            {
                elementToNotify = this.GetElementAt(eventPos.x, eventPos.y);
            }

            //check to make sure we have an element, don't proceed if it's null
            if (elementToNotify == null)
            {
                //Script.Eval("console.log('Sadface :(');");
                return;
            }

            //perform the gui function attached to the given gui element
            elementToNotify.DoGUIFunction(buttonFunction);
        }
Beispiel #5
0
        public void DoGUIFunction(GUIFunction func, InputDevice callingDevice, Point eventPos)
        {
            eventPos.x -= this.GetPosition().x;
            eventPos.y -= this.GetPosition().y;

            if(this.layerFunctions.ContainsKey(func))
            {
                GuiEvent eventToTrigger;
                if (callingDevice.IsCursor)
                {
                    eventToTrigger = GuiEvent.FromClickData(this, eventPos);
                }
                else
                {
                    eventToTrigger = new GuiEvent((int)eventPos.x, (int)eventPos.y);
                }

                this.layerFunctions[func].Invoke(eventToTrigger);
            }
            else
            {
                //Debug.log("I got " + this.layerFunctions.Count + " GUIFunctions but a " + func.GetName() + " aint one. (P.S. I am " + this.GetName() + ")");
                /*
                Script.Eval("console.log('No function " + func.GetName() + " on that element. It has these " + this.elementFunctions.Count + " functions:');");
                foreach (GUIFunction gf in this.elementFunctions.Keys)
                {
                    Script.Eval("console.log('" + gf.ToString() + "');");
                    //Script.Eval("console.log('" + gf.GetName() + "');");
                }
                */
            }
        }
Beispiel #6
0
        public void GUI_Event(GUIFunction buttonFunction, InputDevice sendingDevice, int clickX, int clickY)
        {
            clickX -= (int)this.GetArea().x;
            clickX -= (int)this.GetArea().y;

            //loop through all of the active gui layers
            //foreach (GuiLayer layer in this.guiLayers)
            for (int i = 0; i < this.guiLayers.Count; i++)
            {
                GuiLayer layer = this.guiLayers[i];
                Point actionLocation = new Point(clickX, clickY);

                //skip this layer if the layer doesn't exist in the clicked space
                //if (clickX > layer.GetArea().Right || clickX < layer.GetArea().x || clickY < layer.GetArea().y || clickY > layer.GetArea().Top)
                if (!layer.GetArea().Contains(actionLocation))
                {
                    continue;
                }

                //translate the coordinates to be relative to the gui layer?

                //fire a new gui event on the layer...
                //tell the GUI layer which action was triggered and (if applicable) where
                layer.GUI_Event(buttonFunction, sendingDevice, actionLocation);
            }
        }