public void GuiCanvascheckCursor(coGuiCanvas thisobj) { for (uint i = 0; i < thisobj.getCount(); i++) { coSimObject control = thisobj.getObject(i); if ((control["noCursor"] != "") && (control["noCursor"].AsBool())) continue; showCursor(); return; } hideCursor(); }
public void GuiCanvaspopLayer(coGuiCanvas thisobj, string layer) { thisobj.popLayer(layer); GuiCanvascheckCursor(thisobj); }
public void GuiCanvaspopDialog(coGuiCanvas thisobj, string ctrl) { thisobj.popDialog(ctrl); GuiCanvascheckCursor(thisobj); }
public void GuiCanvaspushDialog(coGuiCanvas thisobj, string ctrl, string layer, string center) { thisobj.pushDialog(ctrl, layer, center); GuiCanvascheckCursor(thisobj); }
public void GuiCanvasSetContent(coGuiCanvas thisobj, string ctrl) { //since the parent execute is actually calling the c++ function and not a script function we do not want it to pass //depth since it will be too many params console.ParentExecute(thisobj, "setContent", 1, new string[] {thisobj, ctrl}, true); GuiCanvascheckCursor(thisobj); }
public void attemptFullscreenToggle(coGuiCanvas thisobj) { if (EditorIsActive() && !console.Call(thisobj, "isFullScreen").AsBool()) { console.Call("MessageBoxOk", new[] {"Windowed Mode Required", "Please exit the Mission Editor to switch to full screen."}); return; } if (GuiEditorIsActive() && !console.Call(thisobj, "isFullScreen").AsBool()) { console.Call("MessageBoxOk", new[] {"Windowed Mode Required", "Please exit the GUI Editor to switch to full screen."}); return; } thisobj.toggleFullscreen(); }