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author | 2024-04-12 02:49:15 +1000 | |
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committer | 2024-04-12 02:49:15 +1000 | |
commit | 4ddd26fe21edba8e7df65b12d721e9bed579e6e4 (patch) | |
tree | e1452c7d52a51fcefdf83a686f585c53ce10f5c0 /docs/source/luascript/ref-input.rst | |
parent | 78ef444ea6b639336b174e8e47d782a016ae6ae7 (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')
-rw-r--r-- | docs/source/luascript/ref-input.rst | 10 |
1 files changed, 0 insertions, 10 deletions
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. |