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Merge branch 'lua_controller_cursor' into 'master'
Add lua bindings for controller cursor mode See merge request OpenMW/openmw!3623
This commit is contained in:
commit
3980bb15cc
@ -81,7 +81,7 @@ message(STATUS "Configuring OpenMW...")
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set(OPENMW_VERSION_MAJOR 0)
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set(OPENMW_VERSION_MINOR 49)
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set(OPENMW_VERSION_RELEASE 0)
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set(OPENMW_LUA_API_REVISION 59)
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set(OPENMW_LUA_API_REVISION 60)
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set(OPENMW_POSTPROCESSING_API_REVISION 1)
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set(OPENMW_VERSION_COMMITHASH "")
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@ -45,6 +45,7 @@ namespace MWBase
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virtual void processChangedSettings(const std::set<std::pair<std::string, std::string>>& changed) = 0;
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virtual void setDragDrop(bool dragDrop) = 0;
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virtual bool isGamepadGuiCursorEnabled() = 0;
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virtual void setGamepadGuiCursorEnabled(bool enabled) = 0;
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virtual void toggleControlSwitch(std::string_view sw, bool value) = 0;
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@ -102,6 +102,11 @@ namespace MWInput
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mControllerManager->setGamepadGuiCursorEnabled(enabled);
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}
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bool InputManager::isGamepadGuiCursorEnabled()
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{
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return mControllerManager->gamepadGuiCursorEnabled();
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}
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void InputManager::changeInputMode(bool guiMode)
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{
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mControllerManager->setGuiCursorEnabled(guiMode);
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@ -68,6 +68,7 @@ namespace MWInput
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void setDragDrop(bool dragDrop) override;
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void setGamepadGuiCursorEnabled(bool enabled) override;
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bool isGamepadGuiCursorEnabled() override;
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void toggleControlSwitch(std::string_view sw, bool value) override;
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bool getControlSwitch(std::string_view sw) override;
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@ -10,6 +10,7 @@
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#include "../mwbase/environment.hpp"
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#include "../mwbase/inputmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwinput/actions.hpp"
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#include "luamanagerimp.hpp"
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@ -208,6 +209,11 @@ namespace MWLua
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};
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api["isMouseButtonPressed"]
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= [](int button) -> bool { return SDL_GetMouseState(nullptr, nullptr) & SDL_BUTTON(button); };
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api["_isGamepadCursorActive"] = [input]() -> bool { return input->isGamepadGuiCursorEnabled(); };
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api["_setGamepadCursorActive"] = [input](bool v) {
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input->setGamepadGuiCursorEnabled(v);
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MWBase::Environment::get().getWindowManager()->setCursorActive(v);
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};
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api["getMouseMoveX"] = [input]() { return input->getMouseMoveX(); };
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api["getMouseMoveY"] = [input]() { return input->getMouseMoveY(); };
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api["getAxisValue"] = [input](int axis) {
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@ -4,6 +4,7 @@ paths=(
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scripts/omw/ai.lua
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scripts/omw/input/playercontrols.lua
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scripts/omw/mechanics/animationcontroller.lua
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scripts/omw/input/gamepadcontrols.lua
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scripts/omw/camera/camera.lua
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scripts/omw/mwui/init.lua
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scripts/omw/settings/player.lua
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@ -39,6 +39,7 @@ Lua API reference
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interface_animation
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interface_camera
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interface_controls
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interface_gamepadcontrols
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interface_item_usage
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interface_mwui
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interface_settings
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@ -0,0 +1,8 @@
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Interface GamepadControls
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=========================
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.. include:: version.rst
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.. raw:: html
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:file: generated_html/scripts_omw_input_gamepadcontrols.html
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@ -21,6 +21,10 @@
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- by player scripts
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- | Allows to alter behavior of the built-in script
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| that handles player controls.
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* - :ref:`Controls <Interface GamepadControls>`
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- by player scripts
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- | Allows to alter behavior of the built-in script
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| that handles player gamepad controls.
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* - :ref:`ItemUsage <Interface ItemUsage>`
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- by global scripts
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- | Allows to extend or override built-in item usage
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@ -98,7 +98,8 @@ set(BUILTIN_DATA_FILES
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scripts/omw/input/playercontrols.lua
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scripts/omw/input/actionbindings.lua
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scripts/omw/input/smoothmovement.lua
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scripts/omw/input/gamepadcontrols.lua
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shaders/adjustments.omwfx
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shaders/bloomlinear.omwfx
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shaders/debug.omwfx
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@ -20,6 +20,7 @@ PLAYER: scripts/omw/input/playercontrols.lua
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PLAYER: scripts/omw/camera/camera.lua
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PLAYER: scripts/omw/input/actionbindings.lua
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PLAYER: scripts/omw/input/smoothmovement.lua
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PLAYER: scripts/omw/input/gamepadcontrols.lua
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NPC,CREATURE: scripts/omw/ai.lua
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# User interface
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29
files/data/scripts/omw/input/gamepadcontrols.lua
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29
files/data/scripts/omw/input/gamepadcontrols.lua
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@ -0,0 +1,29 @@
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local input = require('openmw.input')
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return {
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interfaceName = 'GamepadControls',
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---
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-- Gamepad control interface
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-- @module GamepadControls
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interface = {
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--- Interface version
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-- @field [parent=#GamepadControls] #number version
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version = 0,
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--- Checks if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
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-- @function [parent=#GamepadControls] isGamepadCursorActive
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-- @return #boolean
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isGamepadCursorActive = function()
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return input._isGamepadCursorActive()
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end,
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--- Set if the gamepad cursor is active. If it is active, the left stick can move the cursor, and A will be interpreted as a mouse click.
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-- @function [parent=#GamepadControls] setGamepadCursorActive
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-- @param #boolean value
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setGamepadCursorActive = function(state)
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input._setGamepadCursorActive(state)
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end,
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}
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}
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