rename core and tools modules and index files to match the directory

(ornery tool doesn't like case renames, so delete and readd)
This commit is contained in:
AzaezelX 2021-07-20 12:13:54 -05:00
parent 18a7e31991
commit 2090d85aa3
4 changed files with 0 additions and 134 deletions

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@ -1,8 +0,0 @@
<ModuleDefinition
ModuleId="CoreModule"
VersionId="1"
Description="Module that implements the core engine-level setup for the game."
ScriptFile="Core"
CreateFunction="onCreate"
DestroyFunction="onDestroy"
Group="Core"/>

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@ -1,86 +0,0 @@
function CoreModule::onCreate(%this)
{
// ----------------------------------------------------------------------------
// Initialize core sub system functionality such as audio, the Canvas, PostFX,
// rendermanager, light managers, etc.
//
// Note that not all of these need to be initialized before the client, although
// the audio should and the canvas definitely needs to be. I've put things here
// to distinguish between the purpose and functionality of the various client
// scripts. Game specific script isn't needed until we reach the shell menus
// and start a game or connect to a server. We get the various subsystems ready
// to go, and then use initClient() to handle the rest of the startup sequence.
//
// If this is too convoluted we can reduce this complexity after futher testing
// to find exactly which subsystems should be readied before kicking things off.
// ----------------------------------------------------------------------------
new Settings(ProjectSettings) { file = "core/settings.xml"; };
ProjectSettings.read();
ModuleDatabase.LoadExplicit( "Core_Rendering" );
ModuleDatabase.LoadExplicit( "Core_Utility" );
ModuleDatabase.LoadExplicit( "Core_GUI" );
ModuleDatabase.LoadExplicit( "Core_Lighting" );
ModuleDatabase.LoadExplicit( "Core_SFX" );
ModuleDatabase.LoadExplicit( "Core_PostFX" );
ModuleDatabase.LoadExplicit( "Core_GameObjects" );
exec("data/defaults." @ $TorqueScriptFileExtension);
%prefPath = getPrefpath();
if ( isFile( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension ) )
exec( %prefPath @ "/clientPrefs." @ $TorqueScriptFileExtension );
// Seed the random number generator.
setRandomSeed();
// Parse the command line arguments
echo("\n--------- Parsing Arguments ---------");
parseArgs();
// The canvas needs to be initialized before any gui scripts are run since
// some of the controls assume that the canvas exists at load time.
createCanvas($appName);
//load canvas
//exec("./console/main." @ $TorqueScriptFileExtension);
ModuleDatabase.LoadExplicit( "Core_Console" );
// Init the physics plugin.
physicsInit();
sfxStartup();
// Set up networking.
setNetPort(0);
// Start processing file change events.
startFileChangeNotifications();
// If we have editors, initialize them here as well
if (isToolBuild())
{
if(isFile("tools/main." @ $TorqueScriptFileExtension) && !$isDedicated)
exec("tools/main." @ $TorqueScriptFileExtension);
}
//This is used to build the remap keybind sets for the different actionMaps.
$RemapCount = 0;
}
function CoreModule::onDestroy(%this)
{
}
//-----------------------------------------------------------------------------
// Called when the engine is shutting down.
function onExit()
{
// Stop file change events.
stopFileChangeNotifications();
ModuleDatabase.UnloadExplicit( "Game" );
}

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@ -1,14 +0,0 @@
<ModuleDefinition
ModuleId="ToolsModule"
VersionId="1"
Description="Module that implements the tools and editor suite."
ScriptFile="Tools"
CreateFunction="onCreate"
DestroyFunction="onDestroy"
Group="Tools">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
</ModuleDefinition>

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@ -1,26 +0,0 @@
function ToolsModule::onCreate(%this)
{
// ----------------------------------------------------------------------------
// Initialize core sub system functionality such as audio, the Canvas, PostFX,
// rendermanager, light managers, etc.
//
// Note that not all of these need to be initialized before the client, although
// the audio should and the canvas definitely needs to be. I've put things here
// to distinguish between the purpose and functionality of the various client
// scripts. Game specific script isn't needed until we reach the shell menus
// and start a game or connect to a server. We get the various subsystems ready
// to go, and then use initClient() to handle the rest of the startup sequence.
//
// If this is too convoluted we can reduce this complexity after futher testing
// to find exactly which subsystems should be readied before kicking things off.
// ----------------------------------------------------------------------------
//ModuleDatabase.LoadExplicit( "MainEditor" );
//ModuleDatabase.LoadExplicit( "Tools_ObjectViewer" );
}
function ToolsModule::onDestroy(%this)
{
}