Losing input after closing a window
by Rex Hiebert · in Torque 3D Professional · 05/05/2010 (7:48 am) · 2 replies
I start my game and can move around with the keyboard. I click on a button that calls setVisible(true) on a GuiWindowCtrl window that has various textedit fields on it. It is not modal so i can still move around and click to select objects in the scene. But once I close that window, the keyboard input is no longer going to the main playgui. I can still click on objects and select them but I can't move.
Once in that state, if I open the window that caused this, I can move around but lose that as soon as I close the window.
Then it gets stranger...
I click on another button that changes the content of the canvas to something else. When I close that it sets the canvas content back to playgui. I can move around like normal. When I open the window that is causing trouble, I can move. When I close it, i can STILL move.
Is there some way of finding out where the input is going when it isn't allowing me to move?
Is there any way to tell it that I want PlayGui grabbing the input when I close that window?
Will the caped crusaders escape the evil clutches.....
EDIT:
I should also add that these windows are in their own .gui files. PlayGui::onWake loads them if they do not exist and adds them to itself. I've tried both .add and .addGuiControl with the same results.
On T3D 1.0.1
Once in that state, if I open the window that caused this, I can move around but lose that as soon as I close the window.
Then it gets stranger...
I click on another button that changes the content of the canvas to something else. When I close that it sets the canvas content back to playgui. I can move around like normal. When I open the window that is causing trouble, I can move. When I close it, i can STILL move.
Is there some way of finding out where the input is going when it isn't allowing me to move?
Is there any way to tell it that I want PlayGui grabbing the input when I close that window?
Will the caped crusaders escape the evil clutches.....
EDIT:
I should also add that these windows are in their own .gui files. PlayGui::onWake loads them if they do not exist and adds them to itself. I've tried both .add and .addGuiControl with the same results.
On T3D 1.0.1
Torque Owner Alfio Saitta
Collateral Studios