void CLevel::IR_OnMouseWheel( int direction ) { if( g_bDisableAllInput ) return; if (CurrentGameUI()->IR_UIOnMouseWheel(direction)) 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_OnMouseWheel(direction); } }
void CLevel::IR_OnMouseWheel( int direction ) { if( g_bDisableAllInput ) return; if (g_actor) Actor()->callback(GameObject::eOnMouseWheel)(direction>0?1:-1);//+ if (HUD().GetUI()->IR_OnMouseWheel(direction)) return; if( Device.Paused() ) return; if (game && Game().IR_OnMouseWheel(direction) ) return; if( HUD().GetUI()->MainInputReceiver() )return; if (CURRENT_ENTITY()) { IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY())); if (IR) IR->IR_OnMouseWheel(direction); } }
void CLevel::IR_OnMouseWheel( int direction ) { if( g_bDisableAllInput ) return; /************************************************** added by Ray Twitty (aka Shadows) START **************************************************/ // Колбек на вращение колеса мыши if(g_actor) Actor()->callback(GameObject::eOnMouseWheel)(direction); /*************************************************** added by Ray Twitty (aka Shadows) END ***************************************************/ if (HUD().GetUI()->IR_OnMouseWheel(direction)) return; if( Device.Paused() ) return; if (game && Game().IR_OnMouseWheel(direction) ) return; if( HUD().GetUI()->MainInputReceiver() )return; if (CURRENT_ENTITY()) { IInputReceiver* IR = smart_cast<IInputReceiver*> (smart_cast<CGameObject*>(CURRENT_ENTITY())); if (IR) IR->IR_OnMouseWheel(direction); } }