mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* Fixes right click menu stopping input Removed a flag change when the modal stack was showing, which preventing the click from getting passed to the next function. * Added parsing for mod2 and mod3 from Keybind YAML * Fixes a crash on context change when a keybind is not defined in keybinds.yml * Implemented ShowDebugConsole Hotkey * Refactored input system Refactored input system to run Key and Mouse input through the InputManager before doing stuff. * Upgraded LineEdit and classes that use it. Fixed input while KeyboardFocused. Upgraded LineEdit to use Keybinds. Upgraded DebugConsole to use Keybinds. Replaced all references to MouseDown, MouseUp, KeyDown, and KeyUp with KeyBindUp and KeyBindDown. Moved UserInterfaceManager call from GameController.Input to InputManager event. Stopped input going to simulation while a control has focus in UserInterfaceManager. * Some fixes for input system Fixed keybinds getting stuck when selecting a LineEdit. Changed MenuBar to not error. Fixed a few cases where LineEdit would eat input if you hovered over it and where mouse input got eaten when clicking in the world while a LineEdit was selected. * Removed extra dependencies * Added GUIBoundKeyEventArgs to ButtonEventArgs * Fixes for input with LineEdit selected Fixed multiple keybinds mapped to the same key not triggering. Fixed keybind input not getting to LineEdit when hovering over a control. * Implemented Key Repeat for LineEdit * Fix for input on Robust.Lite Launcher * Renames NonFocusKeybinds to EnableAllKeybinds Renamed NonFocusKeybinds to EnableAllKeybinds and added comment to clarify usage * Adds repeating keybinds Used for TextBackspace, TextCursorLeft, and TextCursorRight Reverts a change to LineEdit that implemented repeating keys Adds some documentation comments
50 lines
2.3 KiB
C#
50 lines
2.3 KiB
C#
using Robust.Shared.Input;
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namespace Robust.Client.Input
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{
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/// <summary>
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/// Contains a helper function for setting up all default engine contexts.
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/// </summary>
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internal static class EngineContexts
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{
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/// <summary>
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/// Adds the default set of engine contexts to a context container.
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/// </summary>
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/// <param name="contexts">Default contexts will be set up inside this container.</param>
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public static void SetupContexts(IInputContextContainer contexts)
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{
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var common = contexts.GetContext(InputContextContainer.DefaultContextName);
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common.AddFunction(EngineKeyFunctions.Use);
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common.AddFunction(EngineKeyFunctions.EscapeMenu);
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common.AddFunction(EngineKeyFunctions.HideUI);
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common.AddFunction(EngineKeyFunctions.ShowDebugConsole);
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common.AddFunction(EngineKeyFunctions.ShowDebugMonitors);
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common.AddFunction(EngineKeyFunctions.MoveUp);
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common.AddFunction(EngineKeyFunctions.MoveDown);
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common.AddFunction(EngineKeyFunctions.MoveLeft);
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common.AddFunction(EngineKeyFunctions.MoveRight);
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common.AddFunction(EngineKeyFunctions.Run);
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common.AddFunction(EngineKeyFunctions.TextCursorLeft);
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common.AddFunction(EngineKeyFunctions.TextCursorRight);
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common.AddFunction(EngineKeyFunctions.TextBackspace);
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common.AddFunction(EngineKeyFunctions.TextSubmit);
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common.AddFunction(EngineKeyFunctions.TextPaste);
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common.AddFunction(EngineKeyFunctions.TextHistoryPrev);
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common.AddFunction(EngineKeyFunctions.TextHistoryNext);
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common.AddFunction(EngineKeyFunctions.TextReleaseFocus);
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common.AddFunction(EngineKeyFunctions.TextScrollToBottom);
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var editor = contexts.New("editor", common);
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editor.AddFunction(EngineKeyFunctions.EditorLinePlace);
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editor.AddFunction(EngineKeyFunctions.EditorGridPlace);
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editor.AddFunction(EngineKeyFunctions.EditorPlaceObject);
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editor.AddFunction(EngineKeyFunctions.EditorCancelPlace);
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editor.AddFunction(EngineKeyFunctions.EditorRotateObject);
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var human = contexts.New("human", common);
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}
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}
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}
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