Exemple #1
0
void HUD::initWidget(Engines::Widget &widget) {
	// Don't know what these two are doing, but they spawn over the complete screen blocking the 3d picking.
	if (widget.getTag() == "LBL_MAP")
		widget.setInvisible(true);
	if (widget.getTag() == "LBL_ARROW_MARGIN")
		widget.setInvisible(true);

	// TGuiPanel needs to be disabled in order to ensure, it does not block 3d picking.
	if (widget.getTag() == "TGuiPanel")
		widget.setInvisible(true);

	// First disable all portraits
	if (widget.getTag().contains("LBL_CHAR"))
		widget.setInvisible(true);
	if (widget.getTag().contains("BTN_CHAR") && widget.getTag().size() == 9)
		widget.setInvisible(true);
	if (widget.getTag().contains("LBL_BACK"))
		widget.setInvisible(true);
	if (widget.getTag().contains("PB_VIT"))
		widget.setInvisible(true);
	if (widget.getTag().contains("PB_FORCE"))
		widget.setInvisible(true);
}
Exemple #2
0
void WidgetListItemDomain::subActive(Engines::Widget &widget) {
	if ((widget.getTag().endsWith("#MoveButtonLeft") || widget.getTag().endsWith("#MoveButtonRight")))
		dynamic_cast<CharDomain &>(*_gui).moveDomain(this);
}