Mouse over tile
by Richard Petrov · in Torque Game Builder · 10/29/2011 (9:44 am) · 5 replies
Hello,
I'm working on a project that requires the ability to know which tile the mouse is over so I can highlight it. I tried thinking about using:
for the sceneWindow2D (mainScreen.gui) to get the mouse coordinates. It doesn't seem to trigger the function:
I searched the forums for a solution, but couldn't find anything that worked. Any suggestions or ideas?
I'm working on a project that requires the ability to know which tile the mouse is over so I can highlight it. I tried thinking about using:
sceneWindow2D.setUseMouseEvents(true); // in StartGame(%level) function //below is what I put in mainScreen.gui useWindowMouseEvents = "1"; useObjectMouseEvents = "1";
for the sceneWindow2D (mainScreen.gui) to get the mouse coordinates. It doesn't seem to trigger the function:
// I put this function in game.cs at the bottom for testing purposes only
function sceneWindow2D::onMouseMove( %this, %modifier, %worldPos, %mouseClicks )
{
echo ("Mouse Move!");
}I searched the forums for a solution, but couldn't find anything that worked. Any suggestions or ideas?
#2
If you do need to interact with the top layers, check out replies #4 and #13 in this post: www.garagegames.com/community/forums/viewthread/109707
10/29/2011 (12:52 pm)
Do you need to interact with the GUI HUD with the mouse? If not, you can set it's datablock to be modal=false and to not use the mouse events (set those to "0").If you do need to interact with the top layers, check out replies #4 and #13 in this post: www.garagegames.com/community/forums/viewthread/109707
#4
This is what I have for the Hud.
10/31/2011 (12:26 pm)
Thanks for the replies. don't need to interact with the GUI Hud with the mouse. I set the datablock to modal=false and mouse events to 0 but still no luck.This is what I have for the Hud.
//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(GameGUI) {
canSaveDynamicFields = "0";
isContainer = "1";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "0 0";
Extent = "640 320";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
modal = "0";
useWindowMouseEvents = "0";
useObjectMouseEvents = "0";
new GuiTextCtrl(VictimHealthLabel) {
canSaveDynamicFields = "0";
isContainer = "0";
Profile = "GuiTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "184 277";
Extent = "94 38";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
text = "Nothing yet";
maxLength = "1024";
};
new GuiTextCtrl(VictimHealth) {
canSaveDynamicFields = "0";
isContainer = "0";
Profile = "GuiTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "280 289";
Extent = "64 15";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
hovertime = "1000";
text = "100";
maxLength = "1024";
};
};
#5
11/01/2011 (11:41 am)
Ugh, nevermind. I started working on my project today and the entire level I had created went black. In Torque2D I can highlight some things, and if I go edit my tilemap it's purple. Everything is black and gone. :-/ I may scrap the engine and start some place else.
Torque 3D Owner Richard Petrov
Default Studio Name
I found out the problem. I push a Hud GUI on top of the sceneWindow2D and it won't get any mouse movements then. Is there an alternative to creating a HUD then through GUI or should I just attach the mouse move the GUI over sceneWindow2D?