void CLevel::IR_OnMouseMove( int dx, int dy ) { if(g_bDisableAllInput) return; if (g_actor) Actor()->callback(GameObject::eOnMouseMove)(dx, dy);//+ if (pHUD->GetUI()->IR_OnMouseMove(dx,dy)) return; if (Device.Paused() && !IsDemoPlay() ) return; if (CURRENT_ENTITY()) { IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY())); if (IR) IR->IR_OnMouseMove (dx,dy); } }
void CLevel::IR_OnMouseMove( int dx, int dy ) { if(g_bDisableAllInput) return; if (CurrentGameUI()->IR_UIOnMouseMove(dx,dy)) return; if (Device.Paused() && !IsDemoPlay() #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_OnMouseMove (dx,dy); } }
void CLevel::IR_OnMouseMove( int dx, int dy ) { if(g_bDisableAllInput) return; /************************************************** added by Ray Twitty (aka Shadows) START **************************************************/ // Колбек на движение мыши if(g_actor) Actor()->callback(GameObject::eOnMouseMove)(dx, dy); /*************************************************** added by Ray Twitty (aka Shadows) END ***************************************************/ if (pHUD->GetUI()->IR_OnMouseMove(dx,dy)) return; if (Device.Paused()) return; if (CURRENT_ENTITY()) { IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY())); if (IR) IR->IR_OnMouseMove (dx,dy); } }
void CLevel::IR_OnMouseMove(int dx, int dy) { if (g_bDisableAllInput) return; #ifdef MOUSE_MOVE_CALLBACK /* avo: script callback */ if (g_actor) g_actor->callback(GameObject::eMouseMove)(dx, dy); /* avo: end */ #endif // MOUSE_MOVE_CALLBACK if (CurrentGameUI()->IR_UIOnMouseMove(dx, dy)) return; if (Device.Paused() && !IsDemoPlay() #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_OnMouseMove(dx, dy); } }
bool CUIDialogWnd::IR_OnMouseMove(int dx, int dy) { if(!IR_process()) return false; if (GetUICursor()->IsVisible()) { GetUICursor()->MoveBy(float(dx), float(dy)); Fvector2 cPos = GetUICursor()->GetPos(); OnMouse(cPos.x, cPos.y , WINDOW_MOUSE_MOVE); } else 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_OnMouseMove(dx,dy); } }; return true; }