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GUI controls dedicated to game play systems, such as heads up displays. More...
Classes | |
| class | GuiClockHud |
| Basic HUD clock. Displays the current simulation time offset from some base. More... | |
| class | GuiCrossHairHud |
| Basic cross hair hud. Reacts to state of control object. Also displays health bar for named objects under the cross hair. More... | |
| class | GuiGameListMenuCtrl |
| A base class for cross platform menu controls that are gamepad friendly. More... | |
| class | GuiGameListMenuProfile |
| A GuiControlProfile with additional fields specific to GuiGameListMenuCtrl. More... | |
| class | GuiGameListOptionsCtrl |
| A control for showing pages of options that are gamepad friendly. More... | |
| class | GuiGameListOptionsProfile |
| A GuiControlProfile with additional fields specific to GuiGameListOptionsCtrl. More... | |
| class | GuiHealthBarHud |
| A basic health bar. Shows the damage value of the current PlayerObjectType control object. More... | |
| class | GuiShapeNameHud |
| Displays name and damage of ShapeBase objects in its bounds. Must be a child of a GuiTSCtrl and a server connection must be present. More... | |
Functions | |
| void | snapToggle () |
| Prevents mouse movement from being processed. | |
GUI controls dedicated to game play systems, such as heads up displays.
| void snapToggle | ( | ) |
Prevents mouse movement from being processed.
In the source, whenever a mouse move event occurs GameTSCtrl::onMouseMove() is called. Whenever snapToggle() is called, it will flag a variable that can prevent this from happening: gSnapLine. This variable is not exposed to script, so you need to call this function to trigger it.
// Snapping is off by default, so we will toggle // it on first: PlayGui.snapToggle(); // Mouse movement should be disabled // Let's turn it back on PlayGui.snapToggle();