Example #1
0
void CSlider::OnChangeValue( void )
{
	if (m_sLuaCode_OnChangeValue.compare(""))
	{
		//Lanzar acción en Lua:
		CScriptManager* scriptManager = CORE->GetScriptManager();
		scriptManager->RunCode(m_sLuaCode_OnChangeValue);
	}
}
Example #2
0
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);
	}
}
Example #6
0
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());
      }
    }
}
Example #8
0
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);
	}
}
Example #9
0
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;
}
Example #11
0
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);
	}
}