Difference between revisions of "The Zandalar project"

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m (GUI navigation)
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=== Navigate a form ===
 
=== Navigate a form ===
Prerequisite: first textbox is focused; navigation is configured.
+
Prerequisite: first control in the current window is focused; navigation is configured.
 
* Pressed("Tab") = focus next ("next")
 
* Pressed("Tab") = focus next ("next")
 
* Pressed("CTRL + Tab") = focus previous ("previous")
 
* Pressed("CTRL + Tab") = focus previous ("previous")
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=== Navigate a 2D Menu ===
 
=== Navigate a 2D Menu ===
Prerequisite: first textbox is focused; navigation is configured:
+
Prerequisite: first control in the current window is focused; navigation is configured:
 
* Pressed("left") = go left ("left")
 
* Pressed("left") = go left ("left")
 
* Pressed("right") = go left ("right")
 
* Pressed("right") = go left ("right")

Revision as of 21:49, 9 July 2013

The Zandalar Project is a codename for the new Input archtecture and GUI navigation features.

Input Aggregator & events

Use Cases

The use cases are described by steps. For each step there might be some actions done at different levels:

  • Raw input = the data that comes directly from the input system the application is using (OIS, glfw, etc.).
  • Input Injection = the `InjectedInputReceiver`-ish function called with the right parameters
    • For backwards compatibility-ish, we can persist the same interface(InjectedInputReceiver), but provide in it a default implementation that generates the input events for the current interface's functions.
  • InputEvent = the `InputEvent` type generated from the injected input. This is the final step, and this is fed to the CEGUI library.

Clicking a button using a mouse

Step description Raw input Input Injection InputEvent fed to CEGUI
Move the mouse over the button Mouse movement injectMouseMove/injectMousePosition MovementInputEvent
Press the LMB Mouse button press injectMouseButtonDown(LMB) PressedButtonInputEvent(Mouse_LMB)
Release the LMB Mouse button release injectMouseButtonUp(LMB) ReleasedButtonInputEvent(Mouse_LMB)
The button is clicked (Click event is triggered) N/A N/A N/A

Clicking/activating a button using the keyboard (new feature)

Step description Raw input Input Injection InputEvent fed to CEGUI
Focus the button Uses the use case "Focus a button using the keyboard/gamepad"
Press the ENTER key (1) Key Button press injectKeyDown(Enter) PressedButtonInputEvent(Keyb_Enter)
Release the ENTER key Key Button release injectKeyUp(Enter) ReleasedButtonInputEvent(Keyb_Enter)
The button is clicked (Click event is triggered) N/A N/A N/A

(1) the key will be defined as per the NavigationStrategy (GUINavigation project part). If there is no such key defined, the event will be ignored.

Clicking/activating a button using a gamepad

The same as previous Clicking/activating a button using the keyboard, but with the difference that it uses a Gamepad button instead of a Keyboard one.

Type text into a textbox

Step description Raw input Input Injection InputEvent fed to CEGUI
Focus the textbox Uses the use case "Focus a textbox using the keyboard/gamepad"
Press a character key Char press injectChar(chr) TextInputEvent(chr)
Press a non-character key Key Button press injectKeyDown(key) PressedButtonInputEvent(Keyb_key)
Release a non-character key Key Button release injectKeyUp(key) ReleasedButtonInputEvent(Keyb_key

Scroll horizontally with the mouse wheel

Step description Raw input Input Injection InputEvent fed to CEGUI
Rotate the wheel Wheel rotation delta injectMouseWheelChange(delta) ScrollInputEvent(direction, delta)

Proposed design

Events

For start, the following events will cover all existing functions in the 'InjectedInputReceiver' interface:

Input Event name Data Functions covered
MovementInputEvent
  • Position : Vector2
  • Delta : Vector2
  • injectMouseMove
  • injectMousePosition
PressedButtonInputEvent
  • Button : Buttons Enum/integer or long for maximum flexibility
  • injectMouseButtonDown
  • injectKeyDown
ReleasedButtonInputEvent
  • Button : Buttons Enum/integer or long for maximum flexibility
  • injectMouseButtonUp
  • injectKeyUp
ActivatedInputEvent
  • Count (1+) : int
  • injectMouseButtonClick
  • injectMouseButtonDoubleClick
  • injectMouseButtonTripleClick
TextInputEvent
  • Text : string/char
  • injectChar
ScrollInputEvent
  • Delta : int
  • Direction : ScrollDirection(0 - horizontal, 1 - vertical)
  • injectMouseWheelChange

Unmapped (yet) functions:

  • injectMouseLeaves

GUI navigation

Use cases

Focus a button using the keyboard/gamepad

Just calling focus()

Navigate a form

Prerequisite: first control in the current window is focused; navigation is configured.

  • Pressed("Tab") = focus next ("next")
  • Pressed("CTRL + Tab") = focus previous ("previous")

Steps:

  • Press `Tab`
  • The next control is focused.

Navigate a 2D Menu

Prerequisite: first control in the current window is focused; navigation is configured:

  • Pressed("left") = go left ("left")
  • Pressed("right") = go left ("right")
  • Pressed("top") = go left ("top")
  • Pressed("up") = go left ("up")
  • ^The same items but with the gamepad's D-Pad configuration instead of the keys

Steps

  • Press a configured key/gamepad button.
  • The control in the specified direction is focused.