Esempio n. 1
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        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();
            }
Esempio n. 2
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 public void GuiCanvaspopLayer(coGuiCanvas thisobj, string layer)
     {
     thisobj.popLayer(layer);
     GuiCanvascheckCursor(thisobj);
     }
Esempio n. 3
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 public void GuiCanvaspopDialog(coGuiCanvas thisobj, string ctrl)
     {
     thisobj.popDialog(ctrl);
     GuiCanvascheckCursor(thisobj);
     }
Esempio n. 4
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 public void GuiCanvaspushDialog(coGuiCanvas thisobj, string ctrl, string layer, string center)
     {
     thisobj.pushDialog(ctrl, layer, center);
     GuiCanvascheckCursor(thisobj);
     }
Esempio n. 5
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        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);
            }
Esempio n. 6
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 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();
     }