Shifts the tools messageboxes to be distinct from any messageboxes in the main game

Reorged the canvas handling of gamepad inputs for the axis and triggers to use the SI_ versions in the right spots
Fixed issue where pause menu would be hidden and not display again
Made the pause menu active from the gamepad start button rather than back
This commit is contained in:
Areloch 2020-07-24 00:40:03 -05:00
parent ef4cc8b573
commit 5b289bce5e
57 changed files with 217 additions and 217 deletions

View file

@ -40,7 +40,7 @@ function ForestEditorGui::onActiveForestUpdated( %this, %forest, %createNew )
// Give the user a chance to add a forest.
if ( !%gotForest && %createNew )
{
MessageBoxYesNo( "Forest",
toolsMessageBoxYesNo( "Forest",
"There is not a Forest in this mission. Do you want to add one?",
%this @ ".createForest();", "" );
return;
@ -245,7 +245,7 @@ function ForestEditorGui::deleteMesh( %this )
if ( isObject( %obj ) )
{
MessageBoxOKCancel( "Warning",
toolsMessageBoxOKCancel( "Warning",
"Deleting this mesh will also delete BrushesElements and ForestItems referencing it.",
"ForestEditorGui.okDeleteMesh(" @ %obj @ ");",
"" );
@ -389,7 +389,7 @@ function ForestEditBrushTree::handleRenameObject( %this, %name, %obj )
%found = ForestBrushGroup.findObjectByInternalName( %name );
if ( isObject( %found ) && %found.getId() != %obj.getId() )
{
MessageBoxOK( "Error", "Brush or Element with that name already exists.", "" );
toolsMessageBoxOK( "Error", "Brush or Element with that name already exists.", "" );
// true as in, we handled it, don't rename the object.
return true;

View file

@ -205,7 +205,7 @@ function ForestEditorPlugin::onActivated( %this )
}
if ( %this.showError )
MessageBoxOK( "Error", "Your tools/forestEditor folder does not contain a valid brushes.cs. Brushes you create will not be saved!" );
toolsMessageBoxOK( "Error", "Your tools/forestEditor folder does not contain a valid brushes.cs. Brushes you create will not be saved!" );
}
function ForestEditorPlugin::onDeactivated( %this )