Rune Skovbo Johansen
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3c49454240
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Remove hardcoded enum for InputControl types in order to make types extensible. Note that this breaks ActionMap serialisation partially. ActionMaps need to be fixed up manually, selecting the control type anew for each action. This can be done in the Inspector.
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2016-05-03 20:05:27 +02:00 |
Rune Skovbo Johansen
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c2761447f1
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Restructure files into new folders according to planned modules. Remove NativeEventType and NativeInputEvent as they were not used and did not fit into extensible design.
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2016-05-02 15:25:07 +02:00 |
Rune Skovbo Johansen
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3e48dee802
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Simplify design of event tree. Objects can now just implement interface methods and register themselves to receive callbacks. No more stacks, since it doesn't seem necessary anymore, now that PlayerHandles handle the order or ActionMaps.
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2016-04-19 17:19:45 +02:00 |
Rune Skovbo Johansen
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488d2f82eb
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Remove duplicate component.
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2016-04-06 17:46:31 +02:00 |
Rune Skovbo Johansen
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9f21c751e8
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Make PlayerInput component have autoAssignGlobal on by default.
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2016-03-14 08:13:12 -07:00 |
Rune Skovbo Johansen
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2b844ee741
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Include option in Players window to not show action map inputs for a simpler view.
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2016-03-14 08:12:41 -07:00 |
Rune Skovbo Johansen
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282b085282
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Refactor to eliminate need for InputSystem.lestToMostRecentlyUsedDevices and just have a .devices list that doesn't change order instead.
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2016-03-11 12:22:18 +01:00 |
Rune Skovbo Johansen
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485ebd2fe5
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Reset player handles when exiting play mode.
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2016-03-11 11:49:11 +01:00 |
Rune Skovbo Johansen
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c96f3e8927
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Move drawing of devices inside scroll view so it follows the scrolling.
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2016-03-11 11:12:31 +01:00 |
Rune Skovbo Johansen
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3f03396ada
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Change design of Players window so devices, player handles, and action map inputs are coloured blocks. Devices move with animation when reassigned.
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2016-03-10 16:38:58 +01:00 |
Rune Skovbo Johansen
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bef5da6ccc
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Revise design of Players window.
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2016-03-09 17:12:42 +01:00 |
Rune Skovbo Johansen
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bc31a05d80
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Fix Players window styling on dark skin.
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2016-03-09 15:13:15 +01:00 |
Rune Skovbo Johansen
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b590252534
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Change name of Device Assignments window to Players.
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2016-03-09 14:59:10 +01:00 |
Rune Skovbo Johansen
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fe49e1dd89
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Move handling of PlayerHandles out of InputSystem class into separate class.
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2016-03-07 18:05:56 +01:00 |
Rune Skovbo Johansen
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c11ed59f12
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Make separate callback for ActionMapInput to make it not tied to PlayerHandle.
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2016-03-07 17:52:09 +01:00 |
Rune Skovbo Johansen
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ec8fab8c09
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Make ActionMapInput not be tied to PlayerHandle so that it's easier and cleaner to create a replacement for the player handle management. Cleanup of callbacks still pending.
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2016-03-07 17:48:15 +01:00 |
Rune Skovbo Johansen
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3afcf8db1c
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Cleanup in PlayerInput component.
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2016-03-07 15:40:24 +01:00 |
Rune Skovbo Johansen
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62fb9a28fe
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Rename PlayerInput autoSinglePlayerAssign to autoAssignGlobal to match new terminology used elsewhere.
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2016-03-07 15:25:04 +01:00 |
Rune Skovbo Johansen
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894bcb418d
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Reset control states for current receivers when new ActionMap is made active.
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2016-03-07 14:21:46 +01:00 |
Rune Skovbo Johansen
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c768169674
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When resetting state for a control, use default value from InputControlData rather than just zero.
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2016-03-04 17:24:09 +01:00 |
Rune Skovbo Johansen
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6dabc410f2
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Make all devices be able to handle GenericControlEvents. Handling for it in Joystick device class no longer needed. Fix bug where InputDevice would set its own last event time even if processing event into other state.
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2016-03-04 17:18:35 +01:00 |
Rune Skovbo Johansen
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5da3d75658
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Make player handle consumers and global consumers children of common consumerStack in EventTree.
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2016-03-04 16:58:12 +01:00 |
Rune Skovbo Johansen
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0ad4240e7a
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Draw ActionMapSlot more compactly in one line in Inspector.
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2016-03-04 16:46:39 +01:00 |
Rune Skovbo Johansen
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054e670e61
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Fix bug where ActionMapInput would not initialise device state's enabled array when a new control scheme is created, causing the scheme to consume all events. Also introduce ability for ActionMapInputs to block subsequent ActionMapInputs to receive events when a property blockSubsequent is enabled.
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2016-03-04 14:57:12 +01:00 |
Rune Skovbo Johansen
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2d45c7a5db
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Show active status of ActionMapInputs in DeviceAssignmentsWindow.
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2016-03-03 18:12:13 +01:00 |
Rune Skovbo Johansen
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04451e257a
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Make PlayerInput have list of ActionMapSlots which contain both ActionMap reference and active bool.
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2016-03-03 16:48:26 +01:00 |
Rune Skovbo Johansen
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49b03f3f57
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Todo-note on code that throws error.
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2016-03-03 16:42:00 +01:00 |
Rune Skovbo Johansen
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108069c698
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Fix null ref errors by using implicit and explicit casting of SerializableType to Type instead of accessing property on SerializableType.
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2016-03-03 16:41:30 +01:00 |
Rune Skovbo Johansen
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af348ec586
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Initialize ActionMapInput state and controls only once in constructor to make sure that once an InputControl is referenced, it stays valid also after ControlScheme switches.
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2016-02-26 16:31:48 +01:00 |
Rune Skovbo Johansen
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7787f415dd
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Fix ControlScheme cloning.
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2016-02-26 14:54:35 +01:00 |
Rune Skovbo Johansen
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a6215484b6
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Merge local heads.
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2016-02-26 14:43:28 +01:00 |
Rene Damm
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4de4ce3086
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Fix merge issues.
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2016-02-26 14:28:29 +01:00 |
Rune Skovbo Johansen
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d976d0a7c3
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Create ActionSlot type that can be used in scripts to reference and use specific actions from arbitrary ActionMaps.
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2016-02-26 14:14:17 +01:00 |
Rene Damm
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8874c54379
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Unfinished support for ActionMap customizations.
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2016-02-26 13:31:06 +01:00 |
Rune Skovbo Johansen
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4be0f89711
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ActionMapEditor tweak plus don't allow editing of InputAction sub-assets directly.
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2016-02-26 13:17:33 +01:00 |
Rune Skovbo Johansen
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2304fd8e5c
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Make ActionMap keep list of used devices in each ControlScheme. Note changes serialization.
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2016-02-25 18:47:30 +01:00 |
Rune Skovbo Johansen
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2cd5a4a5cd
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Workaround to get input system prototype to work on touch screens for now.
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2016-02-25 13:48:23 +01:00 |
Rune Skovbo Johansen
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466eb204f7
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Make device assignment window also show state of action maps for each player handle.
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2016-02-25 13:21:16 +01:00 |
Rune Skovbo Johansen
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0341deb7f4
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Add device index (of type) to devices, fix issues in tracking, and make it possible to get events when device or player assignments change.
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2016-02-25 12:08:22 +01:00 |
Rune Skovbo Johansen
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0754a73e66
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Make InputActions sub-assets know their own index and ActionMap.
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2016-02-25 12:03:10 +01:00 |
Rune Skovbo Johansen
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834f26db98
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Make InputActions be sub-assets again.
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2016-02-24 13:52:07 +01:00 |
Rune Skovbo Johansen
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30f8a69e0d
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Remove ControlSchemeInput class and merge it into ActionMapInput. There was no longer any reason to keep them separate after ActionMap was changed to only have one ControlSchemeInput at a time. After merging some simplification was also done. Also remove anyButton from APIs (it was bad API).
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2016-02-23 21:18:14 +01:00 |
Rune Skovbo Johansen
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69aa8bed4a
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Fix Keyboard device class not always calling base.ProcessEventIntoState. This caused using the keyboard to not switch control scheme.
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2016-02-23 15:51:38 +01:00 |
Rune Skovbo Johansen
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7112981ba9
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Implement UI in ActionMapEditor for editing composite actions.
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2016-02-23 15:06:43 +01:00 |
Rune Skovbo Johansen
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525d0b8c5f
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Fix bug in ActionMapEditor that prevented editing a newly created control scheme.
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2016-02-23 14:22:36 +01:00 |
Rune Skovbo Johansen
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29a80d34ad
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Implement rudimentary joystick deadzone support.
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2016-02-23 13:11:14 +01:00 |
Rune Skovbo Johansen
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ab7569e9e6
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Make virtual joystick buttons work again.
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2016-02-23 11:42:47 +01:00 |
Rune Skovbo Johansen
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e19444bdd0
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Fix initialization issues that caused events to trigger wasNotPressed when they shouldn't and vice versa.
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2016-02-22 19:37:40 +01:00 |
Rune Skovbo Johansen
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9f0d6fd9e1
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Make PlayerHandle keep track of auto-switching or not, and not ActionMapInput. Make ActionMapInput have only one ControlSchemeInput at a time rather than a set. Note: Regression: Buttons that are held down while an ActionMap are initialised now trigger a button press again. Need to fix.
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2016-02-19 19:38:55 +01:00 |
Rune Skovbo Johansen
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23cb323b92
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Make PlayerHandles register themselves to input event tree rather than having each ActionMapInput do it. PlayerHandle forwards events to maps according to order specified in PlayerHandle.
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2016-02-19 15:56:13 +01:00 |