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Posted

I am trying to design an inventory system using the gui widgets. The mouse locks to crosshair position when it shouldn't. And I was wondering how I fix it. I want to be able to freely move the mouse around and click on buttons. The same way I can in the main menu when I press escape.

<My Code>


function Script:Start()
    
    
    local Inventory={}
    local scale = 1

    --Inventory GUI
    Inventorygui = GUI:Create(context)
    Inventorygui:Hide()
    Inventorygui:SetScale(scale)
    local widget
    
    Inventorygui:GetBase():SetScript("Scripts/GUI/Panel.lua")
    Inventorygui:GetBase():SetObject("backgroundcolor",Vec4(0,0,0,1))
    
    local image = Inventorygui:LoadImage("Bag/bag.tex")
    local imagePanel = Widget:Panel(0,0,1920,1080, Inventorygui:GetBase())
    imagePanel:SetImage(image)
    imagePanel:Redraw()

    Inventory.gui=gui
    Inventory.context = context
    
    --Create a link button
    Inventory.newbutton = Widget:Button("Resume Game",100,Inventorygui:GetBase():GetSize().y/2-60,300,20,Inventorygui:GetBase())
    Inventory.newbutton:SetString("style","Link")
    Inventory.newbutton:SetAlignment(1,0,0,0)

    Inventory.options = Widget:Button("Inventory",100,Inventorygui:GetBase():GetSize().y/2-10,300,20,Inventorygui:GetBase())
    Inventory.options:SetString("style","Link")
    Inventory.options:SetAlignment(1,0,0,0)

    optionspanel = Widget:Panel(Inventorygui:GetBase():GetClientSize().x/2-250,Inventorygui:GetBase():GetClientSize().y/2-300,500,600,Inventorygui:GetBase())
    optionspanel:SetAlignment(0,0,0,0)
    Inventory.optionspanel=optionspanel
    
    indent=8
    
    --Create a panel
    widget = Widget:Tabber(indent,indent,optionspanel:GetClientSize().x-indent*2,optionspanel:GetClientSize().y-indent*2,optionspanel)
    widget:AddItem("Inventory",true)
    optionspanel:SetObject("backgroundcolor",Vec4(0.15,0.15,0.15,1))
    
    Inventory.tabber = widget

    local indent = 12
    panel = Widget:Panel(indent,indent,widget:GetClientSize().x-indent*2,widget:GetClientSize().y-indent*2-30,widget)
    panel:SetBool("border",true)
    
    Inventory.panel={}
    Inventory.panel.general=panel

    Inventory.applyoptions = Widget:Button("Use",widget:GetClientSize().x-72*2-4-indent,widget:GetClientSize().y-28-5,72,28,widget)
    
    local y=20
    local sep=40
    optionspanel:Hide()
end
function Script:UpdateWorld()
if window:KeyHit(Key.I) then
Inventorygui:Show()
Time:Pause()
window:ShowMouse()
end
end

 

Posted

As you figured out already. Your controller update code needs to check whether the player is not paused or in the inventory. Otherwise you will reset the mouse position to the center of the screen. A simple boolean would suffice.

Posted

The easiest approach would be to have some sort of boolean (for instance InventoryOpen or playerMovementLocked) that stores whether the inventory is open. If it is open, the player controller should not update (or at least not the mouse updating). 

Posted

Yeah I tried that by using a variable called pause assigning it a value of 0. Then putting everything inside the update-world function on the fps controller in an if statement (so if paused = 0 it would update). And making the inventory on open pass a value of 1 to stop update. But it did nothing. 

So I went the easy way and just added in an inventory section into the already existing menu script. Because for some reason the menu script already does what I want.

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