void CLevel::IR_OnMouseMove( int dx, int dy )
{
	if(g_bDisableAllInput)							return;
	if (g_actor) Actor()->callback(GameObject::eOnMouseMove)(dx, dy);//+
	
	if (pHUD->GetUI()->IR_OnMouseMove(dx,dy))		return;
	if (Device.Paused() && !IsDemoPlay() )	return;
	if (CURRENT_ENTITY())		{
		IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
		if (IR)				IR->IR_OnMouseMove					(dx,dy);
	}
}
Beispiel #2
0
void CLevel::IR_OnMouseMove( int dx, int dy )
{
	if(g_bDisableAllInput)							return;
	if (CurrentGameUI()->IR_UIOnMouseMove(dx,dy))		return;
	if (Device.Paused() && !IsDemoPlay() 
#ifdef DEBUG
		&& !psActorFlags.test(AF_NO_CLIP) 
#endif //DEBUG
		)	return;
	if (CURRENT_ENTITY())		
	{
		IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
		if (IR)				IR->IR_OnMouseMove					(dx,dy);
	}
}
Beispiel #3
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void CLevel::IR_OnMouseMove( int dx, int dy )
{
	if(g_bDisableAllInput)						return;

	/************************************************** added by Ray Twitty (aka Shadows) START **************************************************/
	// Колбек на движение мыши
	if(g_actor) Actor()->callback(GameObject::eOnMouseMove)(dx, dy);
	/*************************************************** added by Ray Twitty (aka Shadows) END ***************************************************/

	if (pHUD->GetUI()->IR_OnMouseMove(dx,dy))	return;
	if (Device.Paused())							return;
	if (CURRENT_ENTITY())		{
		IInputReceiver*		IR	= smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
		if (IR)				IR->IR_OnMouseMove					(dx,dy);
	}
}
Beispiel #4
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void CLevel::IR_OnMouseMove(int dx, int dy)
{
    if (g_bDisableAllInput)							return;

#ifdef MOUSE_MOVE_CALLBACK
/* avo: script callback */
    if (g_actor) g_actor->callback(GameObject::eMouseMove)(dx, dy);
    /* avo: end */
#endif // MOUSE_MOVE_CALLBACK

    if (CurrentGameUI()->IR_UIOnMouseMove(dx, dy))		return;
    if (Device.Paused() && !IsDemoPlay()
#ifdef DEBUG
        && !psActorFlags.test(AF_NO_CLIP)
#endif //DEBUG
        )	return;
    if (CURRENT_ENTITY())
    {
        IInputReceiver*		IR = smart_cast<IInputReceiver*>	(smart_cast<CGameObject*>(CURRENT_ENTITY()));
        if (IR)				IR->IR_OnMouseMove(dx, dy);
    }
}
Beispiel #5
0
bool CUIDialogWnd::IR_OnMouseMove(int dx, int dy)
{
	if(!IR_process()) return false;
	
	if (GetUICursor()->IsVisible())
	{ 
		GetUICursor()->MoveBy(float(dx), float(dy));
		Fvector2 cPos = GetUICursor()->GetPos();
		OnMouse(cPos.x, cPos.y , WINDOW_MOUSE_MOVE);
	}
	else if( !StopAnyMove() && g_pGameLevel ){
		CObject* O = Level().CurrentEntity();
		if( O ){
			IInputReceiver*		IR	= smart_cast<IInputReceiver*>( smart_cast<CGameObject*>(O) );
			if (!IR)
				return			(false);

			IR->IR_OnMouseMove(dx,dy);
		}
	};

	return true;
}