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In Widget Tab key press not gets in KeyDown


Go to solution Solved by Josh,

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Posted

If i press Tab it will be registered in KeyUp, but not in KeyDown

#include "UltraEngine.h"

using namespace UltraEngine;

class CustomWidget : public Panel {

    CustomWidget::CustomWidget() {
        cornerradius = 8;
    }

protected:

    virtual bool Initialize(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) {
        return Widget::Initialize(text, x, y, width, height, parent, style);
    }


    void KeyUp(const KeyCode key) override {
        if (key == KEY_TAB)
            Print("TAB UP");
    }
    bool KeyDown(const KeyCode key) override {
        if (key == KEY_TAB)
            Print("TAB DOWN");
        return true;
    }

public:


    static shared_ptr<CustomWidget> create(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) {
        struct Struct : public CustomWidget {
        };
        auto instance = std::make_shared<Struct>();
        instance->Initialize(x, y, width, height, parent);
        return instance;
    }

};

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> menuWold;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<CustomWidget> customWidget;

void initGui() {
    auto default_font = LoadFont("Fonts\\arial.ttf");
    ui = CreateInterface(menuWold, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
    uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    customWidget = CustomWidget::create(10, 10, 500, 120, ui->root);
}


int main(int argc, const char* argv[]) {
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 500, 300, displays[0], WINDOW_DEFAULT);

    //Create a world
    menuWold = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    initGui();

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        const auto event = WaitEvent();
        ui->ProcessEvent(event);
        menuWold->Update();
        menuWold->Render(framebuffer);
    }
    return 0;
}

 

Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

Posted

The reason for this is that tab switches the focus to the next widget, but for an editable text area, I can understand why that would not be desired.

Let's build cool stuff and have fun. :)

  • 2 weeks later...
  • Solution
Posted

I am adding a protected method to handle this:

bool Widget::KeyFilter(const KeyCode key)
{
	switch (key)
	{
	case KEY_ESCAPE:
	case KEY_ENTER:
	case KEY_TAB:
		return false;
		break;
	}
	return true;
}

You can override this to return true if KEY_TAB or KEY_ENTER are encountered.

Let's build cool stuff and have fun. :)

  • 2 weeks later...
Posted

Sorry, checked only now. Does not work for me:

#include "Leadwerks.h"

using namespace UltraEngine;

class CustomWidget : public Panel {

    CustomWidget::CustomWidget() {
        cornerradius = 8;
    }

protected:

    virtual bool Initialize(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) {
        return Widget::Initialize(text, x, y, width, height, parent, style);
    }

    void KeyUp(const KeyCode key) override {
        if (key == KEY_TAB)
            Print("TAB UP");
    }
    bool KeyDown(const KeyCode key) override {
        if (key == KEY_TAB)
            Print("TAB DOWN");
        return true;
    }
    bool KeyFilter(const KeyCode key) override {
        switch (key) {
        case KEY_ESCAPE:
        case KEY_ENTER:
        case KEY_TAB:
            return true;
            break;
        }
        return true;
    }

public:

    static shared_ptr<CustomWidget> create(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) {
        struct Struct : public CustomWidget {
        };
        auto instance = std::make_shared<Struct>();
        instance->Initialize(x, y, width, height, parent);
        return instance;
    }

};

shared_ptr<Window> window;
shared_ptr<Framebuffer> framebuffer;
shared_ptr<World> menuWold;
shared_ptr<Interface> ui;
shared_ptr<Camera> uiCamera;

shared_ptr<CustomWidget> customWidget;

void initGui() {
    auto default_font = LoadFont("Fonts\\arial.ttf");
    uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    ui = CreateInterface(uiCamera, default_font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
    customWidget = CustomWidget::create(10, 10, 500, 120, ui->root);
}


int main(int argc, const char* argv[]) {
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    window = CreateWindow("Ultra Engine", 0, 0, 500, 300, displays[0], WINDOW_DEFAULT);

    //Create a world
    menuWold = CreateWorld();

    //Create a framebuffer
    framebuffer = CreateFramebuffer(window);

    initGui();

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        const auto event = WaitEvent();
        ui->ProcessEvent(event);
        menuWold->Update();
        menuWold->Render(framebuffer);
    }
    return 0;
}

 

Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

Posted

afaik override works same as virtual except it prevents mistakes if base method interface was changed or overriding method have wrong one.

Anyway it was about KeyFilter return value which should false to pass key to KeyDown.

  • Like 1

Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5:

https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/

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