Game Development Community

Use an array in a GuiBitmapButton?

by Mikael Pettersson · in Game Design and Creative Issues · 06/14/2008 (4:02 pm) · 4 replies

How do i make a GuiBitmapButton that use an array for the different stages?


Im building a Main menu where i need a specific image for every stage and button ... so i placed everyone in a array file. Now ... i need to figure out how to make it in to 5 buttons with 4 stages; normal, hover, pressed and inactive.
i have been checking up on the T3d Demo, specificly the scripts located in "common/unifiedShell" trying to figure out how to specify the coordinates for the different stages and buttons.

Iv previously used arrays in CSS/HTML driven websites ... so i'm not totaly new to the tech. I'm just new to TorqueScript.

Thank you in advance for any help
Best regards
Mikael Pettersson

#1
08/08/2008 (4:54 am)
U can use the GuiBitmapButtonCtrl which uses different bitmaps for different stages for the button. The bitmaps are to be named like this:

yourButtonName_n for normal stage (_n is not necessary in some versions of torque, it is taken as normal)
yourButtonName_h for hover stage
yourButtonName_d for pressed stage
yourButtonName_i for inactive stage

and in the bitmap field in your button datablock, give the path to yourButtonName without the _n type things. Hope this help. Tell if you have any more problems.

:)
#2
08/08/2008 (8:47 am)
Yea I know ... but I want a more neat solution though.
#3
08/08/2008 (8:54 am)
What would you call "more neat"?
#4
10/07/2008 (12:04 pm)
Ops ... totaly missed this thread ...

any way ... a solution where i have the different stages in a singel image file ... i just need to figure out how to switch them .... it's how you make animations in TGB so should be possible in TGEA.