bsisko Posted June 4 Posted June 4 I have several questions about working with GUI's. First question: How do I switch from focusing on a PLay.gui object (whether it be a button control, a bitmap control or some other control) to the gameworld. whether by mouse or keyboard. As of now, when I load an mission. my mouse commands area affecting the game world and not the play.gui interface. (BTW, the mainmenu.gui works well.) Quote
bsisko Posted June 4 Author Posted June 4 2nd question. is there online docs on working with Torques GUI controls. Quote
fLUnKnhaXYU Posted June 4 Posted June 4 Hi , bsisko , Im not sure that I understand but if you have torque 3d documentation 3.5.1 (i think that it could also referred to as torque3d pdf) . you might look at GUIcanvas:: stuff starts at p 386 in the pdf . i got the one i use from readthedocs . Quote
LoLJester Posted July 18 Posted July 18 (edited) You can push and pop a GUI/dialog on top of each other. That enables the mouse cursor automatically. There are also commands that show or hide the cursor: showCursor(); hideCursor(); if you want to interact with a custom GUI in game, then you would have to create the GUI and then push it on top of the Canvas like this: new GuiChunkedBitmapCtrl(myTempGuiDlg) { bitmap = ""; //Add bitmap file path here... useVariable = "0"; tile = "0"; position = "0 0"; extent = "1920 1080"; minExtent = "8 8"; horizSizing = "width"; vertSizing = "height"; profile = "GuiContentProfile"; visible = "1"; active = "1"; tooltipProfile = "GuiToolTipProfile"; hovertime = "1000"; isContainer = "1"; canSave = "1"; canSaveDynamicFields = "1"; Enabled = "1"; }; Canvas.pushDialog(myTempGuiDlg); //Canvas.popDialog(myTempGuiDlg); //Use this to close the dialog. Edited July 18 by LoLJester Quote
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