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); }
void WidgetListItemDomain::subActive(Engines::Widget &widget) { if ((widget.getTag().endsWith("#MoveButtonLeft") || widget.getTag().endsWith("#MoveButtonRight"))) dynamic_cast<CharDomain &>(*_gui).moveDomain(this); }