Changing a button bitmap upon mouse rollover.
by Braveheart · in Torque Game Engine · 03/18/2008 (5:15 pm) · 1 replies
Hey!
How can I get the GUIBitmapButtonCtrl to change to another bitmap upon rollover and/or click? Would I add a command into the command line?
(Such as "mouse.rollOver, set.image=("imagename"))
Obviously that but in Torque Script which I have yet to learn! I have been focusing on PHP, HTML and MYSQL for the past few days, so.
Also an off topic question: if I add a new GUI file (saved with extension .gui) into the ui folder, one it doesn't show up in the folder, two it doesn't show up in the F10 menu in-game. If I copy another already existing one, the same two problems occur. Any ideas?
Anyway, please do help!!
Thanks,
Robbie.
How can I get the GUIBitmapButtonCtrl to change to another bitmap upon rollover and/or click? Would I add a command into the command line?
(Such as "mouse.rollOver, set.image=("imagename"))
Obviously that but in Torque Script which I have yet to learn! I have been focusing on PHP, HTML and MYSQL for the past few days, so.
Also an off topic question: if I add a new GUI file (saved with extension .gui) into the ui folder, one it doesn't show up in the folder, two it doesn't show up in the F10 menu in-game. If I copy another already existing one, the same two problems occur. Any ideas?
Anyway, please do help!!
Thanks,
Robbie.
About the author
Torque 3D Owner Rodney (OldRod) Burns
Make two versions of your button - one for how the button appears normally, and one for how it appears when it's highlighted. For this example, my button is called "play"
Name the normal version "play_n.png" (or .jpg whichever you are using)
Name the highlighted version "play_h.png" (or .jpg)
In the script for the button, you have code similar to this:
new GuiBitmapButtonCtrl(Playbutton) { canSaveDynamicFields = "0"; Profile = "GuiBorderButtonProfile"; HorizSizing = "right"; VertSizing = "top"; Position = "37 122"; Extent = "200 70"; MinExtent = "8 2"; canSave = "1"; Visible = "1"; tooltipprofile = "GuiToolTipProfile"; ToolTip = "Enter the world"; hovertime = "1000"; text = "Button"; groupNum = "-1"; buttonType = "PushButton"; bitmap = "./buttons/play"; };Notice in the bitmap property, you just use the "play" portion of the name. Torque automatically finds the _h and _n versions to use them properly.
This is how I made these menu buttons:
http://i275.photobucket.com/albums/jj285/OldRod_Dev/ah_menu.png