Gui/guiWindowCtrl.cc
by Philip Bloom · in Torque Game Engine · 04/23/2005 (2:25 pm) · 5 replies
Tossing this up. I've already put a really hacky workaround on my end for this, so I'm not looking into it but:
It appears that guiWindowCtrl has onKeyDown handling but doesn't ever receive the input to it, making it somewhat difficult to allow it to do stuff like closing on escape instead of having to move the mouse over and click it. I was able to get it to call by flinging a texteditctrl that's told to feed it's input to it's parent in, but not otherwise. Don't know if this is intentional or a bug, but it seems like the latter given the overall framework.
It appears that guiWindowCtrl has onKeyDown handling but doesn't ever receive the input to it, making it somewhat difficult to allow it to do stuff like closing on escape instead of having to move the mouse over and click it. I was able to get it to call by flinging a texteditctrl that's told to feed it's input to it's parent in, but not otherwise. Don't know if this is intentional or a bug, but it seems like the latter given the overall framework.
#2
04/24/2005 (6:31 am)
Hum? Which are? Couldn't find a version of it that was receiving input other than the console myself and since it was receiving it via the text ctrl in it, that's what I went with.
#3
04/24/2005 (4:14 pm)
CanKeyFocus = 1;
#4
04/25/2005 (4:06 pm)
Could be the keyDown function was returning keyUp as reported elsewhere
#5
04/26/2005 (8:02 am)
Thanks, Gonzo. Never saw that defined in any of them, so didn't realize it existed.
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