Input Across Multiple GUIs
by Shawn Kennedy · in Torque 3D Professional · 12/08/2010 (9:12 pm) · 4 replies
Hello all,
I'm creating a GUI right now that functions similar to the Windows start menu. Click on it and a menu opens from the bottom left upwards, exposing options. When I click on one of these options, I want to open a new window with controls. However, I'd like to be able to store this window within it's own .gui file.
Now, I've done that, but the problem is, when I use Canvas.pushDialog(newGui), I lose all input on the "start menu" gui that I was originally on. I've been fiddling with this for a while now and can't seem to find how to keep input across all my "windows".
Any idea on how to achieve the input across all of the windows as described?
Thanks.
I'm creating a GUI right now that functions similar to the Windows start menu. Click on it and a menu opens from the bottom left upwards, exposing options. When I click on one of these options, I want to open a new window with controls. However, I'd like to be able to store this window within it's own .gui file.
Now, I've done that, but the problem is, when I use Canvas.pushDialog(newGui), I lose all input on the "start menu" gui that I was originally on. I've been fiddling with this for a while now and can't seem to find how to keep input across all my "windows".
Any idea on how to achieve the input across all of the windows as described?
Thanks.
#2
12/13/2010 (1:20 pm)
Bump.
#3
12/13/2010 (3:39 pm)
Sounds like an issue with the profile assigned to the menu or the container for the menu. Make sure that you have "modal = false;" in the profile.
#4
12/15/2010 (5:05 am)
So in other words, in whatever gui type you selected, there is not parent::call function. In other words, in the gui .cpp file that is the type of object you are using you did not send it a request to call that Gui's parent control and to call the functions on it. You might be able to add that into the engine code and recompile if you want.
Torque 3D Owner Shawn Kennedy
VRSim