mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-29 00:59:39 +00:00
Additional cleanup and add-in of files that were missed.
This commit is contained in:
parent
b357ad077d
commit
7e5d2f3eac
6 changed files with 239 additions and 150 deletions
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@ -83,13 +83,10 @@ exec("./gfxData/water.cs");
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exec("./gfxData/scatterSky.cs");
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exec("./gfxData/clouds.cs");
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exec("./screenshot.cs");
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// Initialize all core post effects.
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exec("./postFx.cs");
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//VR stuff
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exec("./oculusVROverlay.gui");
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exec("./oculusVR.cs");
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// Seed the random number generator.
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@ -1,143 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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// formatImageNumber
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// Preceeds a number with zeros to make it 6 digits long.
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//---------------------------------------------------------------------------------------------
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function formatImageNumber(%number)
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{
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if(%number < 10)
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%number = "0" @ %number;
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if(%number < 100)
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%number = "0" @ %number;
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if(%number < 1000)
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%number = "0" @ %number;
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if(%number < 10000)
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%number = "0" @ %number;
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return %number;
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}
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//---------------------------------------------------------------------------------------------
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// formatSessionNumber
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// Preceeds a number with zeros to make it 4 digits long.
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//---------------------------------------------------------------------------------------------
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function formatSessionNumber(%number)
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{
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if(%number < 10)
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%number = "0" @ %number;
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if(%number < 100)
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%number = "0" @ %number;
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return %number;
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}
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//---------------------------------------------------------------------------------------------
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// recordMovie
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// Records a movie file from the Canvas content using the specified fps.
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// Possible encoder values are "PNG" and "THEORA" (default).
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//---------------------------------------------------------------------------------------------
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$RecordingMovie = false;
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function recordMovie(%movieName, %fps, %encoder)
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{
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// If the canvas doesn't exist yet, setup a flag so it'll
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// start capturing as soon as it's created
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if (!isObject(Canvas))
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return;
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if (%encoder $= "")
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%encoder = "THEORA";
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%resolution = Canvas.getVideoMode();
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// Start the movie recording
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ChatHud.AddLine( "\c4Recording movie file to [\c2" @ %movieName @ "\cr].ogv.");
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echo("Recording movie to: " @ %movieName);
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startVideoCapture(Canvas, %movieName, %encoder, %fps);
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$RecordingMovie = true;
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}
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function stopMovie()
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{
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// Stop the current recording
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ChatHud.AddLine( "\c4Recording movie file finished.");
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echo("Stopped movie recording");
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stopVideoCapture();
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$RecordingMovie = false;
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}
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/// This is bound in initializeCommon() to take
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/// a screenshot on a keypress.
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function doScreenShot( %val )
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{
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// This can be bound, so skip key up events.
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if ( %val == 0 )
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return;
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_screenShot( 1 );
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}
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/// A counter for screen shots used by _screenShot().
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$screenshotNumber = 0;
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/// Internal function which generates unique filename
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/// and triggers a screenshot capture.
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function _screenShot( %tiles, %overlap )
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{
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if ( $pref::Video::screenShotSession $= "" )
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$pref::Video::screenShotSession = 0;
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if ( $screenshotNumber == 0 )
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$pref::Video::screenShotSession++;
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if ( $pref::Video::screenShotSession > 999 )
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$pref::Video::screenShotSession = 1;
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%name = "screenshot_" @ formatSessionNumber($pref::Video::screenShotSession) @ "-" @
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formatImageNumber($screenshotNumber);
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%name = expandFileName( %name );
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$screenshotNumber++;
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if ( ( $pref::Video::screenShotFormat $= "JPEG" ) ||
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( $pref::video::screenShotFormat $= "JPG" ) )
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screenShot( %name, "JPEG", %tiles, %overlap );
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else
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screenShot( %name, "PNG", %tiles, %overlap );
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}
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/// This will close the console and take a large format
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/// screenshot by tiling the current backbuffer and save
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/// it to the root game folder.
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///
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/// For instance a tile setting of 4 with a window set to
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/// 800x600 will output a 3200x2400 screenshot.
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function tiledScreenShot( %tiles, %overlap )
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{
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// Pop the console off before we take the shot.
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Canvas.popDialog( ConsoleDlg );
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_screenShot( %tiles, %overlap );
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}
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@ -39,8 +39,9 @@ function UI::create( %this )
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exec("./scripts/guis/profiler.gui");
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exec("./scripts/guis/netGraphGui.gui");
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exec("./scripts/guis/FilDialog.gui");
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exec("./scripts/guis/FileDialog.gui");
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exec("./scripts/guis/guiMusicPlayer.gui");
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exec("./scripts/guis/startupGui.gui");
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//Load gui companion scripts
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exec("./scripts/chooseLevelDlg.cs");
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@ -59,10 +60,12 @@ function UI::create( %this )
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exec("./scripts/FileDialog.cs");
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exec("./scripts/GuiTreeViewCtrl.cs");
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exec("./scripts/guiMusicPlayer.cs");
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exec("./scripts/startupGui.cs");
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%dbList = new ArrayObject(LevelFilesList);
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Canvas.pushDialog(MainMenuGui);
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loadStartup();
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//Canvas.pushDialog(MainMenuGui);
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}
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function Game::destroy( %this )
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@ -1,5 +1,3 @@
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exec("./FileDialog.gui");
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function PlatformFileDialog::buildFilters(%this)
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{
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%str = strreplace( %this.data.filters, "|", "\t");
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79
Templates/BaseGame/game/data/ui/scripts/guis/startupGui.gui
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79
Templates/BaseGame/game/data/ui/scripts/guis/startupGui.gui
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@ -0,0 +1,79 @@
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//--- OBJECT WRITE BEGIN ---
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%guiContent = new GuiFadeinBitmapCtrl(StartupGui) {
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canSaveDynamicFields = "0";
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Enabled = "1";
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isContainer = "1";
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Profile = "GuiInputCtrlProfile";
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HorizSizing = "right";
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VertSizing = "bottom";
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position = "0 0";
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Extent = "800 600";
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MinExtent = "8 8";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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bitmap = "";
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wrap = "0";
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fadeinTime = "1000";
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waitTime = "4000";
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fadeoutTime = "1000";
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done = "1";
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new GuiBitmapButtonCtrl() {
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canSaveDynamicFields = "1";
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internalName = "StartupLogo";
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Enabled = "1";
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isContainer = "0";
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Profile = "GuiDefaultProfile";
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HorizSizing = "center";
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VertSizing = "center";
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position = "399 302";
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Extent = "253 253";
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MinExtent = "8 2";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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bitmap = "";
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wrap = "0";
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command = "StartupGui.click();";
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};
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new GuiBitmapButtonCtrl() {
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canSaveDynamicFields = "1";
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internalName = "StartupLogoSecondary";
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Enabled = "1";
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isContainer = "0";
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Profile = "GuiDefaultProfile";
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HorizSizing = "left";
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VertSizing = "top";
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position = "275 440";
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Extent = "530 171";
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MinExtent = "8 2";
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canSave = "1";
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Visible = "1";
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tooltipprofile = "GuiToolTipProfile";
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hovertime = "1000";
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bitmap = "";
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wrap = "0";
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command = "StartupGui.click();";
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};
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};
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//--- OBJECT WRITE END ---
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//--- OBJECT WRITE BEGIN ---
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new GuiFadeinBitmapCtrl(BlankGui) {
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profile = "GuiInputCtrlProfile";
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horizSizing = "right";
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vertSizing = "bottom";
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position = "0 0";
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extent = "800 600";
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minExtent = "8 8";
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visible = "1";
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helpTag = "0";
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bitmap = "";
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wrap = "0";
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fadeinTime = "100";
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waitTime = "2000";
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fadeoutTime = "100";
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};
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//--- OBJECT WRITE END ---
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155
Templates/BaseGame/game/data/ui/scripts/startupGui.cs
Normal file
155
Templates/BaseGame/game/data/ui/scripts/startupGui.cs
Normal file
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@ -0,0 +1,155 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// StartupGui is the splash screen that initially shows when the game is loaded
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//-----------------------------------------------------------------------------
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function loadStartup()
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{
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// The index of the current splash screen
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$StartupIdx = 0;
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// A list of the splash screens and logos
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// to cycle through. Note that they have to
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// be in consecutive numerical order
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StartupGui.bitmap[0] = "data/ui/art/background-dark";
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StartupGui.logo[0] = "data/ui/art/Torque-3D-logo";
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StartupGui.logoPos[0] = "178 251";
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StartupGui.logoExtent[0] = "443 139";
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// Call the next() function to set our firt
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// splash screen
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StartupGui.next();
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// Play our startup sound
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//SFXPlayOnce(AudioGui, "art/sound/gui/startup");//SFXPlay(startsnd);
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}
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function StartupGui::onWake(%this)
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{
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$enableDirectInput = "1";
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activateDirectInput();
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}
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function StartupGui::click(%this)
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{
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%this.done = true;
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%this.onDone();
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}
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function StartupGui::next(%this)
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{
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// Set us to a blank screen while we load the next one
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Canvas.setContent(BlankGui);
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// Set our bitmap and reset the done variable
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%this.setBitmap(%this.bitmap[$StartupIdx]);
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%this.done = false;
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// If we have a logo then set it
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if (isObject(%this->StartupLogo))
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{
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if (%this.logo[$StartupIdx] !$= "")
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{
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%this->StartupLogo.setBitmap(%this.logo[$StartupIdx]);
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if (%this.logoPos[$StartupIdx] !$= "")
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{
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%logoPosX = getWord(%this.logoPos[$StartupIdx], 0);
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%logoPosY = getWord(%this.logoPos[$StartupIdx], 1);
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%this->StartupLogo.setPosition(%logoPosX, %logoPosY);
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}
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if (%this.logoExtent[$StartupIdx] !$= "")
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%this->StartupLogo.setExtent(%this.logoExtent[$StartupIdx]);
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%this->StartupLogo.setVisible(true);
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}
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else
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%this->StartupLogo.setVisible(false);
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}
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// If we have a secondary logo then set it
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if (isObject(%this->StartupLogoSecondary))
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{
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if (%this.seclogo[$StartupIdx] !$= "")
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{
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%this->StartupLogoSecondary.setBitmap(%this.seclogo[$StartupIdx]);
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if (%this.seclogoPos[$StartupIdx] !$= "")
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{
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%logoPosX = getWord(%this.seclogoPos[$StartupIdx], 0);
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%logoPosY = getWord(%this.seclogoPos[$StartupIdx], 1);
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%this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY);
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}
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if (%this.seclogoExtent[$StartupIdx] !$= "")
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%this->StartupLogoSecondary.setExtent(%this.seclogoExtent[$StartupIdx]);
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%this->StartupLogoSecondary.setVisible(true);
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}
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else
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%this->StartupLogoSecondary.setVisible(false);
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}
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// Increment our screen index for the next screen
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$StartupIdx++;
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// Set the Canvas to our newly updated GuiFadeinBitmapCtrl
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Canvas.setContent(%this);
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}
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function StartupGui::onDone(%this)
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{
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// If we have been tagged as done decide if we need
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// to end or cycle to the next one
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if (%this.done)
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{
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// See if we have a valid bitmap for the next screen
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if (%this.bitmap[$StartupIdx] $= "")
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{
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// Clear our data and load the main menu
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%this.done = true;
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// NOTE: Don't ever ever delete yourself during a callback from C++.
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//
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// Deleting the whole gui itself seems a bit excessive, what if we want
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// to return to the startup gui at a later time? Any bitmaps set on
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// the controls should be unloaded automatically if the control is not
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// awake, if this is not the case then that's what needs to be fixed.
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//%this.delete();
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//BlankGui.delete();
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//flushTextureCache();
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Canvas.setContent(MainMenuGui);
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}
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else
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{
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// We do have a bitmap so cycle to it
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%this.next();
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}
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}
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}
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