Steve Streeting
2d50eadfdf
Add a minimum time before "Close All" button is accepted on a menu
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This is to avoid insta-close on some controllers when the same button is mapped to open menu and close
2022-02-03 15:38:52 +00:00
Steve Streeting
fc958d2ca0
Add device preference option to prefer whichever device axis moved last
2022-02-02 12:02:22 +00:00
Steve Streeting
cff7282ae5
Expose last axis move input mode to Blueprints
2022-02-01 17:03:41 +00:00
Steve Streeting
2e841e3e3d
Consistent 0.5s update frequency on input images regardless of number of events
2022-02-01 16:58:53 +00:00
Steve Streeting
44f83c1f18
Add the option to detect last axis move separately to input mode
2022-02-01 16:58:20 +00:00
Steve Streeting
d6c5ab1f08
Expose device preference for input bindings in rich text decorator
2022-02-01 15:04:40 +00:00
Steve Streeting
05a1c1ab46
Add RefreshFocussedStyle method to allow runtime changes to widget style
2022-01-21 16:44:48 +00:00
Steve Streeting
51a57c35ef
Merge pull request #3 from brianrogers/ue5-support
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Enable ue5 support in MenuStack
2022-01-17 12:12:55 +00:00
Brian Rogers
02b1a9ca4e
enable ue5 support in MenuStack
2022-01-14 21:29:36 -08:00
Steve Streeting
18c2f2c5d5
Oops, missed added files
2022-01-07 16:10:48 +00:00
Steve Streeting
ee07df6172
Add InsertChildWidgetAt helper function
2022-01-07 15:55:06 +00:00
Steve Streeting
8926bf356c
InputImage now prefers the latest button input device for actions, this better differentiates between prompting for mouse button and keyboard
2021-12-06 16:12:14 +00:00
Steve Streeting
ecf1ea309b
Record button input changes separately to axis changes, to narrow down user input activity
2021-12-06 16:11:29 +00:00
Steve Streeting
0cd30059f5
Improve input image behaviour when there are multiple device mappings.
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Add a device preference, which defaults to automatic (gamepad, then either mouse or keyboard depending if its a button or an axis). Also change the ordering so that multiple mappings for the same device list the first mapping as a preference.
2021-12-02 17:45:26 +00:00
Steve Streeting
5ba7a841e4
Fixed some GC problems, we need to implement FGCObject
2021-11-09 16:05:12 +00:00
Steve Streeting
352935bd67
Eliminate warnings about uninitialised vars
2021-11-01 15:42:57 +00:00
Steve Streeting
e4ed7e50d0
Remove unnecessary log
2021-10-06 12:29:33 +01:00
Steve Streeting
ebe3d55274
Remove redundant includes
2021-10-05 17:58:13 +01:00
Steve Streeting
dee0aad4f3
Merge branch 'rtt-pool'
2021-10-05 15:30:42 +01:00
Steve Streeting
2776233d9d
Implement revoke / drain pool methods
2021-10-05 15:27:53 +01:00
Steve Streeting
5166ce3545
Implement ReleaseReservation
2021-10-05 14:41:32 +01:00
Steve Streeting
6b947b6906
Implement ReserveTexture
2021-10-05 14:30:54 +01:00
Steve Streeting
642c8d2781
Track owners of reservations in the pool
2021-10-05 14:30:40 +01:00
Steve Streeting
0a49f5cf74
Storage & lookup for textures
2021-10-04 17:30:07 +01:00
Steve Streeting
29ecb3948a
Blocking out render texture pool API
2021-10-04 16:23:22 +01:00
Steve Streeting
5ba70fbaf6
Fixed FStevesEditorVisLine constructor not using InColour param
2021-09-15 12:27:41 +01:00
Steve Streeting
e602ad38d4
Remove unused parameter from FStevesEditorVisArc constructor
2021-09-15 12:08:40 +01:00
Steve Streeting
de83dcae78
Export editor vis structures
2021-09-15 12:04:53 +01:00
Steve Streeting
881b2fc777
Merge branch 'editor-vis'
2021-09-14 15:00:02 +01:00
Steve Streeting
266c8cc1b8
Add boxes
2021-09-14 14:48:39 +01:00
Steve Streeting
1b8a5a805c
Add arrows and spheres
2021-09-14 14:29:07 +01:00
Steve Streeting
618fc84c32
Add Arc support
2021-09-14 13:10:43 +01:00
Steve Streeting
c67a0793bb
Make a note of the reason why component isn't editable on level instances
2021-09-14 12:13:30 +01:00
Steve Streeting
056bae4719
Add line support to vis component
2021-09-14 11:53:23 +01:00
Steve Streeting
94a783e0d4
Disable visibility in reflection captures etc
2021-09-14 11:18:12 +01:00
Steve Streeting
1a1b66c3e9
Move defaults change to constructor instead of OnRegister, fix SetIsVizualisationComponent only being available in editor builds
2021-09-13 18:09:25 +01:00
Steve Streeting
44dad3b505
Should transform bounds to world at end
2021-09-13 17:30:15 +01:00
Steve Streeting
f49df6d20b
Working on an editor visualisation helper component
2021-09-13 16:57:51 +01:00
Steve Streeting
1ef851bce4
Oops, foreground check needs to actually loop
2021-07-21 11:20:35 +01:00
Steve Streeting
506f5612c0
Merge branch 'master' of github.com:sinbad/StevesUEHelpers
2021-07-19 13:02:18 +01:00
Steve Streeting
37af9f21ed
Remove patreon
2021-07-19 13:02:13 +01:00
Steve Streeting
01bf2d3a40
Add Blueprint library func "SetFocusWidget"; improved focus setting without casting
2021-06-04 16:50:15 +01:00
Steve Streeting
cb561f190a
For Blueprint version, ask for full angle not half angle for ease of use
2021-05-07 17:10:14 +01:00
Steve Streeting
19fbe814b3
Blueprint version of SphereOverlapCone should use degrees not radians
2021-05-07 17:04:55 +01:00
Steve Streeting
267140c350
Expose SphereOverlapCone to blueprints
2021-05-07 16:57:41 +01:00
Steve Streeting
45a35f0691
Fix doc error
2021-05-07 16:44:13 +01:00
Steve Streeting
2504792c97
Added StevesMathHelpers, with SphereOverlapCone to begin with
2021-05-07 16:19:17 +01:00
Steve Streeting
4422e6f6f7
Preparing the ground for non-XBox controller images
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In practice I think I'm going to need SDL input for this
2021-04-29 14:54:42 +01:00
Steve Streeting
510423abfe
Improve the checking for game in foreground
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Instead of checking every imput event, check every 0.5s. Also expose the foregrounded boolean, and raise an event so other code can use this.
2021-04-29 12:28:27 +01:00
Steve Streeting
a466ce6a71
Don't fire input detector when game is in the background
2021-04-09 11:48:52 +01:00