void CSlider::OnChangeValue( void ) { if (m_sLuaCode_OnChangeValue.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnChangeValue); } }
void CButton::OnOverButton( void ) { if (m_sLuaCode_OnOver.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnOver); } }
void CProgressBar::OnComplete( void ) { if (m_sLuaCode_OnComplete.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = ScriptMInstance; //TODO RAUL SCRIPT scriptManager->RunCode(m_sLuaCode_OnComplete); } }
void CGuiElement::OnSaveValue( void ) { if( m_sLuaCode_OnSaveValue.compare("") != 0) { //Ejecutar el código Lua: CScriptManager * scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnSaveValue); //scriptManager->RunScript(m_sLuaCode_OnSaveValue); } }
void CProgressBar::OnComplete( void ) { if (m_sLuaCode_OnComplete.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnComplete); //scriptManager->RunScript(m_sLuaCode_OnComplete); } }
void CGUIWindow::Update (CInputManager* intputManager, float elapsedTime) { if (m_sLuaCode_OnUpdateWindows.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnUpdateWindows); //scriptManager->RunScript(m_sLuaCode_OnUpdateWindows); } std::vector<CGuiElement*>::reverse_iterator revIt; std::vector<CGuiElement*>::reverse_iterator revItEnd(m_GuiElementsVector.rend()); std::vector<CGuiElement*>::reverse_iterator revIt_aux; bool focus_aux = false; //Primero de todo quitamos el focus a todos los GuiElements for( revIt = m_GuiElementsVector.rbegin(); revIt != revItEnd; ++revIt ) { // De haber alguno que tenga focus nos lo guardamos, ya que al recalcular el focus si no lo tiene nadie // como mínimo se lo damos al que lo tenía. if( (*revIt)->HasFocus() ) { focus_aux = true; revIt_aux = revIt; } (*revIt)->LoseFocus(); } bool elemWithFocus = false; for( revIt = m_GuiElementsVector.rbegin(); revIt != revItEnd; ++revIt ) { (*revIt)->Update(intputManager, elapsedTime); if( (*revIt)->HasFocus() ) { elemWithFocus = true; break; } } if( elemWithFocus ) { CGuiElement* guiElement = (*revIt); m_GuiElementsVector.erase(revIt.base() - 1); m_GuiElementsVector.push_back( guiElement ); } else if( focus_aux ) { (*revIt_aux)->GainFocus(); (*revIt_aux)->Update(intputManager, elapsedTime); } IsKeyDown(intputManager); }
/// <summary> /// /// </summary> ///<param name="entity_trigger1"></param> ///<param name="other_shape"></param> void CTriggerManager::OnLeave(CPhysicUserData* entity_trigger1, CPhysicUserData* other_shape) { CScriptManager* scriptManager = CORE->GetScriptManager(); CTrigger *l_pTriggerActivado = GetResource(entity_trigger1->GetName()); if(l_pTriggerActivado) { if(!l_pTriggerActivado->GetEntity().compare(other_shape->GetName())) { scriptManager->RunCode(l_pTriggerActivado->GetOnLeaveCode()); } } }
void CButton::OnClickedButton( void ) { if( CGuiElement::m_pParent != NULL ) m_pParent->OnClickedChild(CGuiElement::m_sName); if (m_sLuaCode_OnClicked.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnClicked); } }
void CGUIWindow::IsKeyDown( CInputManager* intputManager ) { if (m_sLuaCode_OnKeyDown.compare("")) { //Comprobar si el input se cumple if (intputManager->IsUpDown(IDV_KEYBOARD,m_uInputKeyDown)) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnKeyDown); //scriptManager->RunScript(m_sLuaCode_OnKeyDown); } } }
/// <summary> /// /// </summary> ///<param name="entity_trigger1"></param> ///<param name="other_shape"></param> void CTriggerManager::OnEnter(CPhysicUserData* entity_trigger1, CPhysicUserData* other_shape) { CScriptManager* scriptManager = CORE->GetScriptManager(); CTrigger *l_pTriggerActivado = GetResource(entity_trigger1->GetName()); if(l_pTriggerActivado) { if(!l_pTriggerActivado->GetEntity().compare(other_shape->GetName())) { m_bActivo = true; scriptManager->RunCode(l_pTriggerActivado->GetOnEnterCode()); } } //CPhysicsManager *pm = CORE->GetPhysicsManager(); //CPhysicActor* act = pm->GetPhysicActor(other_shape->GetName()); // //alturaplayer = act->GetPosition().y; }
void CGUIWindow::SaveWindows( void ) { std::vector<CGuiElement*>::iterator it; std::vector<CGuiElement*>::iterator itEnd(m_GuiElementsVector.end()); for( it = m_GuiElementsVector.begin(); it != itEnd; ++it ) { CGuiElement * guiElement = (*it); guiElement->OnSaveValue(); } if (m_sLuaCode_OnSaveWindows.compare("")) { //Lanzar acción en Lua: CScriptManager* scriptManager = CORE->GetScriptManager(); scriptManager->RunCode(m_sLuaCode_OnSaveWindows); //scriptManager->RunScript(m_sLuaCode_OnSaveWindows); } }