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Is there a way to toggle mouse input events to the 3d buffer on and off?
thx
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If you set the mouse callback to nil, the mouse events will be ignored. Or your questions is other ?
That's what I thought...although is there a way to turn it off for 3d buffer while allowing it for 2d obhcontainer ui.
The ultimate goal is to allow toggle on and off mouse and touch events on buffer, so a new user can use a visually self evident 2d control for 3d navigation, and then be able toggle swipe /mouse/keyboard events on buffer to navigate more accurately.
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Right you answered my question... I think if I remove walk or fps input callbacks that will work by default
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If a callback event is not set, this event will be ignored. Whatever the event.
I'm able to turn off the keyboard callbacks in a modified walkthrough plugit, but it looks like the setEdwindowCbClick for the mainWindow is set elsewhere. I'll find it.
Last edited by hebdemnobad (15-Nov-2014 17:31:55)
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to enable or disable mouse input on a 3d view:
V3DenableMouse ( viewstr ,
mode
)
Set a 3d view mouse state.
Prototype: fun [V3Dview I] I
Parameters
V3Dview : the 3d view structure
I : 1 to enable the mouse, 0 to disable
Returns
0
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to enable or disable mouse input on a 3d view:
V3DenableMouse ( viewstr , mode ) Set a 3d view mouse state. Prototype: fun [V3Dview I] I Parameters V3Dview : the 3d view structure I : 1 to enable the mouse, 0 to disable Returns 0
Well done
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hebdemnobad wrote:to enable or disable mouse input on a 3d view:
V3DenableMouse ( viewstr , mode ) Set a 3d view mouse state. Prototype: fun [V3Dview I] I Parameters V3Dview : the 3d view structure I : 1 to enable the mouse, 0 to disable Returns 0
Well done
arkeon built in an enable/disable function into the multitouch fps plugit, so i think i'm all set to make a versatile touchscreen navigation ui (obvious widget or 2dui controls for new users who don't know what they are supposed to do, and more accurate control when the plugit is enabled by swiping all over the entire 3dview.)
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