Esempio n. 1
0
void Console::SetVisible(bool enable)
{
    Input* input = GetSubsystem<Input>();
    background_->SetVisible(enable);
    closeButton_->SetVisible(enable);
    if (enable)
    {
        // Check if we have receivers for E_CONSOLECOMMAND every time here in case the handler is being added later dynamically
        bool hasInterpreter = PopulateInterpreter();
        commandLine_->SetVisible(hasInterpreter);
        if (hasInterpreter && focusOnShow_)
            GetSubsystem<UI>()->SetFocusElement(lineEdit_);

        // Ensure the background has no empty space when shown without the lineedit
        background_->SetHeight(background_->GetMinHeight());

        // Show OS mouse
        input->SetMouseVisible(true, true);
    }
    else
    {
        rowContainer_->SetFocus(false);
        interpreters_->SetFocus(false);
        lineEdit_->SetFocus(false);

        // Restore OS mouse visibility
        input->ResetMouseVisible();
    }
}
Esempio n. 2
0
	void InGameEditor::SetVisible(bool enable)
	{
		if (enable != rootUI_->IsVisible())
		{
			Input* input = GetSubsystem<Input>();
			rootUI_->SetVisible(enable);

			if (enable)
			{
				// Show OS mouse
				input->SetMouseVisible(true, true);

				using namespace StartInGameEditor;
				VariantMap& newEventData = GetEventDataMap();
				SendEvent(E_START_INGAMEEDITOR_, newEventData);

				/// Subscribe input events
				SubscribeToEvent(E_KEYDOWN, URHO3D_HANDLER(InGameEditor, HandleKeyDown));
				SubscribeToEvent(E_KEYUP, URHO3D_HANDLER(InGameEditor, HandleKeyUp));
				// Subscribe HandleUpdate() function for processing update events
				SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(InGameEditor, HandleUpdate));
				SetMainEditor(PluginScene3DEditor::GetTypeStatic());
	
			}
			else
			{
				// Restore OS mouse visibility
				input->ResetMouseVisible();
				ui_->SetFocusElement(NULL);

				using namespace QuitInGameEditor;
				VariantMap& newEventData = GetEventDataMap();
				SendEvent(E_QUIT_INGAMEEDITOR_, newEventData);

				/// Subscribe input events
				UnsubscribeFromEvent(E_KEYDOWN);
				UnsubscribeFromEvent(E_KEYUP);
				UnsubscribeFromEvent(E_UPDATE);
				if (mainEditorPlugin_)
				{
				//	mainEditorPlugin_->Leave();
				}
			}
		}
	}