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Showing results for tags 'Interface'.
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Hey guys, I was searching the forums for a releated subject, but I couldnt find one, but I could imagine there is one, if so I am sorry to post the same topic again So I am currently trying to come up with a way to handle diffrent objects rendering in the right order. What solutions have you for this problem. For example: I have a trading menu, but my cursor is rendered behind the inventory slots and buttons rendered by the NPC Trader entity. (elements of my trading menu are rendered by two diffrent entities (Player and NPC Trader)) I was thinking about something where you can set a variable "renderPriority" which indicates in which order objects are rendered. So if render Priority is 1 those objects "PostRender" function is called before all the others, then come entities with priority 2,3 and so on. Thats the point I am stuck . How to make the other PostRender functions "wait" unitl the PostRender function of an specific entity is finished. This I a problem I occured pretty often and havent found a solution yet, I mean that you control the order entities call functions like UpdateWorld() or PostRender(). Would really appreciate if somebody can come up with an idea
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Hi, I was wondering that I couldn't find any tutorial about creating simple UI elements. I searched the web and the forum for a while, and because I couldnt find anything useful I started this thread. The problem is I dont get how to check whether my mouse cursor is hovering over an element or not. To give you an more exact example: I just finished a simple inventory generation system where you can choose how many columns and slots it has and some other stuff. This works very well. However now I want to implement that, if you click on one of the items collected and shown in the inventory, that they get used/activated. The method I know from previous game developing experience is that you cast a ray from your camera origin through the mouse position and grab the UI elements which get intersected. My questions so far: Info: I only code in LUA. - How to check if my mouse hovers an context object (for example an image drawn with context:DrawImage()) - How to unlock my mouse so that I can move it around freely You would do me a great favor, if you tell me how this works in Leadwerks. Phoenix
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Having done a lot of docs and forum searching am I right in assuming there is no user gui or any form of gui primitives in the engine at all? It all has to be developed from first principles using the Context class? I'm trying to size up how much and what effort to invest in this area and could do with some more info. TIA