// Switch between gui modes. Besides controlling the Gui windows // this also makes sure input is directed to the right place void setGuiMode(MWGui::GuiMode mode) { // Tell the GUI what to show (this also takes care of the mouse // pointer) windows.setMode(mode); // Are we in GUI mode now? if(windows.isGuiMode()) { // Disable mouse look mouse->setCamera(NULL); // Enable GUI events guiEvents->enabled = true; } else { // Start mouse-looking again. TODO: This should also allow // for other ways to disable mouselook, like paralyzation. mouse->setCamera(player.getCamera()); // Disable GUI events guiEvents->enabled = false; } }
// Switch between gui modes. Besides controlling the Gui windows // this also makes sure input is directed to the right place void changeInputMode(bool guiMode) { // Are we in GUI mode now? if(guiMode) { // Disable mouse look mouse->setCamera(NULL); // Enable GUI events guiEvents->enabled = true; } else { // Start mouse-looking again. TODO: This should also allow // for other ways to disable mouselook, like paralyzation. mouse->setCamera(player.getRenderer()->getCamera()); // Disable GUI events guiEvents->enabled = false; } }