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author Vas Crabb <vas@vastheman.com>2024-04-12 02:49:15 +1000
committer Vas Crabb <vas@vastheman.com>2024-04-12 02:49:15 +1000
commit4ddd26fe21edba8e7df65b12d721e9bed579e6e4 (patch)
treee1452c7d52a51fcefdf83a686f585c53ce10f5c0 /docs/source/luascript/ref-input.rst
parent78ef444ea6b639336b174e8e47d782a016ae6ae7 (diff)
Initial touch input support:
* Feed mouse/pen/touch pointer events through UI input manager with Win32 and SDL. * Started migrating UI code to use new API and reworking mouse/touch interaction. * emu/render.cpp: Support pressing multiple clickable layout items simultaneously. * emu/render.cpp: Allow UI elements to be drawn in any window. * emu/rendlay.cpp, luaengine_render.cpp: Added layout view events for pointer input. * ui/ui.cpp: Allow the UI handler to control pointer display. * ui/analogipt.cpp: Added mouse/touch and more keys for navigating field state list. * ui/menu.cpp: Use vertical swipe to scroll and horizontal swipe to adjust. * ui/menu.cpp: Draw after processing input - greatly improves responsiveness. * ui/menu.cpp: Ignore keyboard/gamepad input during pointer actions. * ui/selmenu.cpp: Made left/right info pane arrows repeat when held. * ui/selmenu.cpp: Use middle click to move keyboard focus. * ui/selmenu.cpp: Let filter list scroll if it's too tall, and use a bit of horizontal padding. * ui/selmenu.cpp: Improved divider sizing. * ui/state.cpp: Don't allow clicks to pass through the confirm deletion prompt to the menu. * ui/simpleselgame.cpp: Fixed error message display and graphics/sound status not showing. * ui/simpleselgame.cpp: Allow tap/click to dismiss error message. * ui/utils.cpp: Show UI for choice filters when there are no choices - it's less confusing. * modules/input/input_sdl.cpp: Made scaling for mouse scroll better match RawInput and DirectInput. * modules/input/input_rawinput.cpp: Added support for horizontal scroll axis. * modules/input/input_win32.cpp: Added support for scroll axes and more buttons to mouse/lightgun. * modules/debugger/debugimgui.cpp: Don't fight over events with the UI manager - it breaks menus. * osd/windows/window.cpp: Translate mouse position to window cooridinates for scroll wheel events. * osd/sdl/window.cpp: Supply last mouse position for scroll wheel events if possible. * scripts/build/complay.py: Made zero input mask an error - it was only being used to block clicks.
Diffstat (limited to 'docs/source/luascript/ref-input.rst')
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diff --git a/docs/source/luascript/ref-input.rst b/docs/source/luascript/ref-input.rst
index 7390d46743f..f146d6c78ff 100644
--- a/docs/source/luascript/ref-input.rst
+++ b/docs/source/luascript/ref-input.rst
@@ -750,16 +750,6 @@ uiinput:reset()
Clears pending events and UI input states. Should be called when leaving a
modal state where input is handled directly (e.g. configuring an input
combination).
-uiinput:find_mouse()
- Returns host system mouse pointer X position, Y position, button state, and
- the :ref:`render target <luascript-ref-rendertarget>` it falls in. The
- position is in host pixels, where zero is at the top/left. The button state
- is a Boolean indicating whether the primary mouse button is pressed.
-
- If the mouse pointer is not over one of MAME’s windows, this may return the
- position and render target from when the mouse pointer was most recently
- over one of MAME’s windows. The render target may be ``nil`` if the mouse
- pointer is not over one of MAME’s windows.
uiinput:pressed(type)
Returns a Boolean indicating whether the specified UI input has been
pressed. The input type is an enumerated value.