myspace / Docs /LuaDoc_Selection.md.html
sirnii's picture
Upload 1816 files
b6a38d7 verified
raw
history blame
3.68 kB
# Selection reference
## GetCursorObjSel
Returns the closest object to the specified screen position or to the current position of the cursor.
The objects which are tested are from the specified list.
object **GetCursorObjSel**(point screen_pos, table objects, [bool test_walkables])
point screen_pos
: Screen position. Game cursor by default.
table objects
: list of objects to be tested
bool test_walkables
: test objects walkable surfaces (false by default)
_returns_ object
: the object on the specified screen position
## GetPreciseCursorObj
Get the solid and transparent objects with efSelectable enum flag below the cursor. Parent objects are returned when the objects are attached.
object, object **GetPreciseCursorObj**()
_returns_ object, object
: the first object is the solid object below the cursor, the second object is a transparent object (dome glass) or the first object.
## GetTerrainCursor
Returns the point on the terrain where the cursor points currently.
point **GetTerrainCursor**([int border])
int border
: shrink terrain bounds (0 by default)
_returns_ point
: the terrain point where the cursor points currently clamped in the shrinked bounds.
## GetTerrainCursorObj
Get the closest object to the specified screen position or current position of the cursor.
object **GetTerrainCursorObj**([point screen_pos])
point screen_pos
: Screen position. Game cursor by default.
_returns_ object
: the object on the specified screen position
## GetTerrainCursorObjSel
Get the closest object with efSelectable enum flag to the specified screen position or current position of the cursor.
object **GetTerrainCursorObjSel**([point screen_pos])
point screen_pos
: Screen position. Game cursor by default.
_returns_ object
: the object on the specified screen position
## GetTerrainCursorXY
Returns the point on the terrain on the specified screen position.
point **GetTerrainCursorXY**(point screen_pos, [int border])
point screen_pos
: screen position
int border
: shrink terrain bounds (0 by default)
_returns_ point
: point on the terrain on the specified screen position clamped in the shrinked bounds.
## GetTerrainGamepadCursor
Returns the point on the terrain where the gamepad cursor points currently.
point **GetTerrainGamepadCursor**([int border])
int border
: shrink terrain bounds (0 by default).
_returns_ point
: the terrain point where the gamepad cursor points currently clamped in the shrinked bounds.
## SelectObj
Select object in the game. Clear the current selection if no object is passed.
void **SelectObj**(object obj)
## SelectionGamepadObj
Gets the object that would be selected on the current gamepad position by default.
Also returns the original selected object without selection propagation.
object, object **SelectionGamepadObj**()
## SelectionMouseObj
Gets the object that would be selected on the current mouse cursor position by default.
Also returns the original selected object without selection propagation.
object, object **SelectionMouseObj**()
## SelectionPropagate
Gets the parent or another associated selectable object or the object itself
object **SelectionPropagate**(object obj)
## ViewAndSelectObject
Select object in the game and points the camera towards it.
void **ViewAndSelectObject**(object obj)
(insert footer.md.html here)
<link rel="stylesheet" type="text/css" href="Style.css" />
<!-- Markdeep: --><style class="fallback">body{visibility:hidden;white-space:pre;font-family:monospace}</style><script src="markdeep.min.js" charset="utf-8"></script><script>window.alreadyProcessedMarkdeep||(document.body.style.visibility="visible")</script>