bool CUIDialogWnd::IR_OnKeyboardRelease(int dik) { if(!IR_process()) return false; //mouse click if(dik==MOUSE_1 || dik==MOUSE_2 || dik==MOUSE_3) { Fvector2 cp = GetUICursor()->GetPos(); EUIMessages action = (dik==MOUSE_1)?WINDOW_LBUTTON_UP :(dik==MOUSE_2)?WINDOW_RBUTTON_UP:WINDOW_CBUTTON_UP; if (OnMouse(cp.x, cp.y, action)) return true; } if (OnKeyboard(dik, WINDOW_KEY_RELEASED)) return true; 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_OnKeyboardRelease(get_binded_action(dik)); } } return false; }
void CLevel::IR_OnKeyboardRelease(int key) { if (!bReady || g_bDisableAllInput ) return; if ( CurrentGameUI() && CurrentGameUI()->IR_UIOnKeyboardRelease(key)) return; if (game && game->OnKeyboardRelease(get_binded_action(key)) ) return; if (Device.Paused() #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_OnKeyboardRelease (get_binded_action(key)); } }
void CLevel::IR_OnKeyboardRelease(int key) { bool b_ui_exist = (pHUD && pHUD->GetUI()); if (!bReady || g_bDisableAllInput ) return; if (g_actor) Actor()->callback(GameObject::eOnKeyRelease)(key, get_binded_action(key));//+ if ( b_ui_exist && pHUD->GetUI()->IR_OnKeyboardRelease(key)) return; if (Device.Paused() ) return; if (game && Game().OnKeyboardRelease(get_binded_action(key)) ) return; if( b_ui_exist && HUD().GetUI()->MainInputReceiver() )return; if (CURRENT_ENTITY()) { IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY())); if (IR) IR->IR_OnKeyboardRelease (get_binded_action(key)); } }
void CLevel::IR_OnKeyboardRelease(int key) { bool b_ui_exist = (pHUD && pHUD->GetUI()); if (g_bDisableAllInput ) return; /************************************************** added by Ray Twitty (aka Shadows) START **************************************************/ // Колбек на отпускание клавиши if(g_actor) Actor()->callback(GameObject::eOnKeyRelease)(key); /*************************************************** added by Ray Twitty (aka Shadows) END ***************************************************/ if ( b_ui_exist && pHUD->GetUI()->IR_OnKeyboardRelease(key)) return; if (Device.Paused() ) return; if (game && Game().OnKeyboardRelease(get_binded_action(key)) ) return; if( b_ui_exist && HUD().GetUI()->MainInputReceiver() )return; if (CURRENT_ENTITY()) { IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY())); if (IR) IR->IR_OnKeyboardRelease (get_binded_action(key)); } }
void CLevel::IR_OnKeyboardRelease(int key) { if (!bReady || g_bDisableAllInput) return; #ifdef KEY_RELEASE_CALLBACK /* avo: script callback */ if (g_actor) g_actor->callback(GameObject::eKeyRelease)(key); /* avo: end */ #endif // KEY_RELEASE_CALLBACK if (CurrentGameUI() && CurrentGameUI()->IR_UIOnKeyboardRelease(key)) return; if (game && game->OnKeyboardRelease(get_binded_action(key))) return; if (Device.Paused() #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_OnKeyboardRelease(get_binded_action(key)); } }