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Fonctions et propriétés des contrôles de GUI (GUI control)

Cette section liste les fonctions et propriétés communes à tous les types de contrôles GUI. Chaque type de contrôle (Button, ListBox, etc.) possède également sa section spécifique.


GetAtScreenXY (GUI control)

(Anciennement GetGUIObjectAt, désormais obsolète)

static GUIControl* GUIControl.GetAtScreenXY(int x, int y)

Checks whether there is a GUI control at screen co-ordinates (X,Y). Returns the control object if there is, or null if there is not. You probably want to use this in conjunction with GetGUIAtLocation.

Exemple :

GUIControl *theControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (theControl == lstSaveGames) {
  Display("The mouse is over the Save Games list box.");
}
else if (theControl == null) {
  Display("The mouse is not over a control.");
}
else {
  GUI *onGui = theControl.OwningGUI;
  Display("The mouse is over control %d on GUI %d.", theControl.ID, onGui.ID);
}

will display what control the mouse is over.

Voir aussi : GUI.GetAtScreenXY


AsType properties (GUI controls)

Button*    GUIControl.AsButton;
InvWindow* GUIControl.AsInvWindow;
Label*     GUIControl.AsLabel;
ListBox*   GUIControl.AsListBox;
Slider*    GUIControl.AsSlider;
TextBox*   GUIControl.AsTextBox;
Converts a generic GUIControl* pointer into a variable of the correct type, and returns it. If the control is not of the requested type, returns null .

Exemple :
Button *theButton = gIconbar.Controls[2].AsButton;
if (theButton == null) {
  Display("Control 2 is not a button!!!!");
}
else {
  theButton.NormalGraphic = 44;
}

attempts to set Button 2 on GUI ICONBAR to have NormalGraphic 44, but if that control is not a button, prints a message.

Voir aussi : GUI.Controls


BringToFront (GUI controls)

GUIControl.BringToFront()
Brings this control to the front of the Z-order. This allows you to rearrange the display order of controls within the GUI.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnBigButton.BringToFront();

will move the btnBigButton button to be in front of all other controls on the GUI.

Voir aussi : GUIControl.SendToBack


Clickable property (GUI controls)

bool GUIControl.Clickable
Gets/sets whether the GUI control is clickable.

This property determines whether the player can click the mouse on the control. If it is set to false , then any mouse clicks will go straight through the control onto whatever is behind it. Unlike the Enabled property though, setting Clickable to false does not alter the appearance of the control.

Note that disabling the control by setting Enabled to false overrides this setting – that is, if Enabled is false then the control will not be clickable, regardless of the Clickable setting.

Also, bear in mind that if you set Clickable to false then any mouse clicks will go through the control onto whatever is behind. On the other hand, if Enabled is set to false then the control “absorbs” the mouse click but does not do anything with it.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnSaveGame.Clickable = false;

will make the btnSaveGame button non-clickable.

Voir aussi : GUIControl.Enabled


Enabled property (GUI controls)

(Anciennement SetGUIObjectEnabled, désormais obsolète)

bool GUIControl.Enabled

Enables or disables a GUI control.

Normally, all your GUI controls (such as buttons, sliders, etc) are enabled at all times except during a cutscene, when they are disabled. This command allows you to explicitly disable a control at your script's discretion.

If you set this to true, the control will be enabled; set to false to disable it.

Whether you set it as enabled or not, it will always be disabled during a blocking cutscene, along with all the other controls.

While a control is disabled, it will not respond to mouse clicks. If it is a button, its mouseover and pushed pictures will not be shown. The control will be drawn according to the game “When GUI Disabled” settings, as usual.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :

btnSaveGame.Enabled = false;

will disable the btnSaveGame button.

Voir aussi : GUIControl.Clickable, GUIControl.Visible


Height property (GUI controls)

int GUIControl.Height;
Gets/sets the height of the GUI control. This allows you to dynamically resize GUI controls while the game is running.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnConfirm.Height = 20;

makes the btnConfirm button 20 pixels high.

Voir aussi : GUIControl.SetSize, GUIControl.Width


ID property (GUI controls)

readonly int GUIControl.ID
Gets the GUI control's ID number. This is the control's object number from the GUI editor, and is useful if you need to interoperate with legacy code that uses the control's number rather than object name.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
SetGUIObjectEnabled(lstSaves.OwningGUI.ID, lstSaves.ID, 1);
lstSaves.Enabled = false;

uses the obsolete SetGUIObjectEnabled function to enable the lstSaves list box, and then uses the equivalent modern property to disable it.

Voir aussi : GUIControl.OwningGUI, GUI.ID




OwningGUI property (GUI controls)

readonly GUI* GUIControl.OwningGUI
Gets the GUI control's owning GUI, which is the GUI that contains the control.

Returns a GUI, which allows you to use all the usual GUI functions and properties.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
GUI *thegui = lstSaves.OwningGUI;
thegui.Visible = false;

lstSaves.OwningGUI.Visible = true;

turns off the GUI that contains the lstSaves list box, then turns it on again using the niftier full pathing approach.

Voir aussi : GUIControl.ID, GUI.ID


SendToBack (GUI controls)

GUIControl.SendToBack()
Sends this control to the back of the Z-order. This allows you to rearrange the display order of controls within the GUI.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnBigButton.SendToBack();

will move the btnBigButton button to be behind all other controls on the GUI.

Voir aussi : GUIControl.BringToFront


SetPosition (GUI controls)

(Anciennement SetGUIObjectPosition, désormais obsolète)

GUIControl.SetPosition(int x, int y)

Moves the top-left corner of the GUI control to be at (X,Y). These co-ordinates are relative to the GUI which contains the control.

This allows you to dynamically move GUI controls around on the screen while the game is running, and this may well be useful in conjunction with GUI.SetSize if you want to create dynamically resizable GUIs.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :

btnConfirm.SetPosition(40, 10);

will move the btnConfirm button to be positioned at (40,10) within the GUI.

Voir aussi : GUIControl.Enabled, GUI.SetPosition, GUIControl.SetSize, GUIControl.X, GUIControl.Y


SetSize (GUI controls)

(Anciennement SetGUIObjectSize, désormais obsolète)

GUIControl.SetSize(int width, int height)

Adjusts the specified GUI control to have the new size WIDTH x HEIGHT.

This allows you to dynamically resize GUI controls on the screen while the game is running, and this may well be useful in conjunction with GUI.SetSize and GUIControl.SetPosition if you want to create dynamically resizable GUIs.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :

invMain.SetSize(160, 100);

will resize the invMain control to have a size of 160 x 100.

Voir aussi : GUIControl.Height, GUIControl.SetPosition, GUI.SetSize, GUIControl.Width,


Visible property (GUI controls)

bool GUIControl.Visible
Gets/sets whether the GUI control is visible. This is true by default, but you can set it to false in order to temporarily remove the GUI control from the GUI.

While the control is invisible, it will not be drawn on the screen, and will not register clicks or otherwise respond to any user input.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnSaveGame.Visible = false;

will make the btnSaveGame button invisible.

Voir aussi : GUIControl.Enabled


Width property (GUI controls)

int GUIControl.Width;
Gets/sets the width of the GUI control. This allows you to dynamically resize GUI controls while the game is running.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnConfirm.Width = 110;

makes the btnConfirm button 110 pixels wide.

Voir aussi : GUIControl.Height, GUIControl.SetSize


X property (GUI controls)

int GUIControl.X;
Gets/sets the X position of the GUI control. This specifies its left edge, and is relative to the GUI which contains the control.

This allows you to dynamically move GUI controls around on their parent GUI while the game is running.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnConfirm.X = 10;

will move the btnConfirm button to be positioned 10 pixels from the left of its GUI.

Voir aussi : GUIControl.SetPosition, GUIControl.Y


Y property (GUI controls)

int GUIControl.Y;
Gets/sets the Y position of the GUI control. This specifies its top edge, and is relative to the GUI which contains the control.

This allows you to dynamically move GUI controls around on their parent GUI while the game is running.

S'applique à

Hérité par Button, InvWindow, Label, ListBox, Slider and TextBox.

Exemple :
btnConfirm.Y = 20;

will move the btnConfirm button to be positioned 20 pixels from the top of its GUI.

Voir aussi : GUIControl.SetPosition, GUIControl.X

 
ags55.1304329606.txt.gz · Dernière modification: 02/05/2011 11:46 par kitai
 
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