Additional cleanup and add-in of files that were missed.

This commit is contained in:
Areloch 2017-03-27 00:36:23 -05:00
parent ea595143e8
commit c74242309a
11 changed files with 382 additions and 8 deletions

View file

@ -83,13 +83,10 @@ exec("./gfxData/water.cs");
exec("./gfxData/scatterSky.cs");
exec("./gfxData/clouds.cs");
exec("./screenshot.cs");
// Initialize all core post effects.
exec("./postFx.cs");
//VR stuff
exec("./oculusVROverlay.gui");
exec("./oculusVR.cs");
// Seed the random number generator.

View file

@ -39,8 +39,9 @@ function UI::create( %this )
exec("./scripts/guis/profiler.gui");
exec("./scripts/guis/netGraphGui.gui");
exec("./scripts/guis/FilDialog.gui");
exec("./scripts/guis/FileDialog.gui");
exec("./scripts/guis/guiMusicPlayer.gui");
exec("./scripts/guis/startupGui.gui");
//Load gui companion scripts
exec("./scripts/chooseLevelDlg.cs");
@ -59,10 +60,12 @@ function UI::create( %this )
exec("./scripts/FileDialog.cs");
exec("./scripts/GuiTreeViewCtrl.cs");
exec("./scripts/guiMusicPlayer.cs");
exec("./scripts/startupGui.cs");
%dbList = new ArrayObject(LevelFilesList);
Canvas.pushDialog(MainMenuGui);
loadStartup();
//Canvas.pushDialog(MainMenuGui);
}
function Game::destroy( %this )

View file

@ -1,5 +1,3 @@
exec("./FileDialog.gui");
function PlatformFileDialog::buildFilters(%this)
{
%str = strreplace( %this.data.filters, "|", "\t");

View file

@ -0,0 +1,79 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiFadeinBitmapCtrl(StartupGui) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiInputCtrlProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "800 600";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "";
wrap = "0";
fadeinTime = "1000";
waitTime = "4000";
fadeoutTime = "1000";
done = "1";
new GuiBitmapButtonCtrl() {
canSaveDynamicFields = "1";
internalName = "StartupLogo";
Enabled = "1";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "center";
VertSizing = "center";
position = "399 302";
Extent = "253 253";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "";
wrap = "0";
command = "StartupGui.click();";
};
new GuiBitmapButtonCtrl() {
canSaveDynamicFields = "1";
internalName = "StartupLogoSecondary";
Enabled = "1";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "left";
VertSizing = "top";
position = "275 440";
Extent = "530 171";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "";
wrap = "0";
command = "StartupGui.click();";
};
};
//--- OBJECT WRITE END ---
//--- OBJECT WRITE BEGIN ---
new GuiFadeinBitmapCtrl(BlankGui) {
profile = "GuiInputCtrlProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "800 600";
minExtent = "8 8";
visible = "1";
helpTag = "0";
bitmap = "";
wrap = "0";
fadeinTime = "100";
waitTime = "2000";
fadeoutTime = "100";
};
//--- OBJECT WRITE END ---

View file

@ -0,0 +1,155 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// StartupGui is the splash screen that initially shows when the game is loaded
//-----------------------------------------------------------------------------
function loadStartup()
{
// The index of the current splash screen
$StartupIdx = 0;
// A list of the splash screens and logos
// to cycle through. Note that they have to
// be in consecutive numerical order
StartupGui.bitmap[0] = "data/ui/art/background-dark";
StartupGui.logo[0] = "data/ui/art/Torque-3D-logo";
StartupGui.logoPos[0] = "178 251";
StartupGui.logoExtent[0] = "443 139";
// Call the next() function to set our firt
// splash screen
StartupGui.next();
// Play our startup sound
//SFXPlayOnce(AudioGui, "art/sound/gui/startup");//SFXPlay(startsnd);
}
function StartupGui::onWake(%this)
{
$enableDirectInput = "1";
activateDirectInput();
}
function StartupGui::click(%this)
{
%this.done = true;
%this.onDone();
}
function StartupGui::next(%this)
{
// Set us to a blank screen while we load the next one
Canvas.setContent(BlankGui);
// Set our bitmap and reset the done variable
%this.setBitmap(%this.bitmap[$StartupIdx]);
%this.done = false;
// If we have a logo then set it
if (isObject(%this->StartupLogo))
{
if (%this.logo[$StartupIdx] !$= "")
{
%this->StartupLogo.setBitmap(%this.logo[$StartupIdx]);
if (%this.logoPos[$StartupIdx] !$= "")
{
%logoPosX = getWord(%this.logoPos[$StartupIdx], 0);
%logoPosY = getWord(%this.logoPos[$StartupIdx], 1);
%this->StartupLogo.setPosition(%logoPosX, %logoPosY);
}
if (%this.logoExtent[$StartupIdx] !$= "")
%this->StartupLogo.setExtent(%this.logoExtent[$StartupIdx]);
%this->StartupLogo.setVisible(true);
}
else
%this->StartupLogo.setVisible(false);
}
// If we have a secondary logo then set it
if (isObject(%this->StartupLogoSecondary))
{
if (%this.seclogo[$StartupIdx] !$= "")
{
%this->StartupLogoSecondary.setBitmap(%this.seclogo[$StartupIdx]);
if (%this.seclogoPos[$StartupIdx] !$= "")
{
%logoPosX = getWord(%this.seclogoPos[$StartupIdx], 0);
%logoPosY = getWord(%this.seclogoPos[$StartupIdx], 1);
%this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY);
}
if (%this.seclogoExtent[$StartupIdx] !$= "")
%this->StartupLogoSecondary.setExtent(%this.seclogoExtent[$StartupIdx]);
%this->StartupLogoSecondary.setVisible(true);
}
else
%this->StartupLogoSecondary.setVisible(false);
}
// Increment our screen index for the next screen
$StartupIdx++;
// Set the Canvas to our newly updated GuiFadeinBitmapCtrl
Canvas.setContent(%this);
}
function StartupGui::onDone(%this)
{
// If we have been tagged as done decide if we need
// to end or cycle to the next one
if (%this.done)
{
// See if we have a valid bitmap for the next screen
if (%this.bitmap[$StartupIdx] $= "")
{
// Clear our data and load the main menu
%this.done = true;
// NOTE: Don't ever ever delete yourself during a callback from C++.
//
// Deleting the whole gui itself seems a bit excessive, what if we want
// to return to the startup gui at a later time? Any bitmaps set on
// the controls should be unloaded automatically if the control is not
// awake, if this is not the case then that's what needs to be fixed.
//%this.delete();
//BlankGui.delete();
//flushTextureCache();
Canvas.setContent(MainMenuGui);
}
else
{
// We do have a bitmap so cycle to it
%this.next();
}
}
}

View file

@ -38,6 +38,7 @@ function FPSGameplay::create( %this )
exec("./scripts/server/vehicleWheeled.cs");
exec("./scripts/server/VolumetricFog.cs");
exec("./scripts/server/weapon.cs");
exec("./scripts/server/physicsShape.cs");
//add DBs
if(isObject(DatablockFilesList))
@ -89,8 +90,10 @@ function FPSGameplay::create( %this )
exec("./scripts/gui/chatHud.gui");
exec("./scripts/gui/playerList.gui");
exec("./scripts/gui/playGui.gui");
exec("./scripts/gui/hudlessGui.gui");
exec("./scripts/gui/playGui.cs");
exec("data/FPSGameplay/scripts/client/playGui.cs");
exec("data/FPSGameplay/scripts/client/hudlessGui.cs");
exec("data/FPSGameplay/scripts/client/message.cs");
exec("data/FPSGameplay/scripts/client/chatHud.cs");
@ -99,6 +102,8 @@ function FPSGameplay::create( %this )
exec("data/FPSGameplay/scripts/client/playerList.cs");
exec("data/FPSGameplay/scripts/client/centerPrint.cs");
exec("data/FPSGameplay/scripts/client/recordings.cs");
exec("data/FPSGameplay/scripts/client/screenshot.cs");
}
}

View file

@ -0,0 +1,42 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function HudlessPlayGui::onWake(%this)
{
// just update the action map here
moveMap.push();
}
function HudlessPlayGui::onSleep(%this)
{
// pop the keymaps
moveMap.pop();
}
function HudlessPlayGui::toggle(%this)
{
if (%this.isAwake())
Canvas.setContent(PlayGui);
else
Canvas.setContent(HudlessPlayGui);
}

View file

@ -0,0 +1,27 @@
//--- OBJECT WRITE BEGIN ---
%guiContent = new GameTSCtrl(HudlessPlayGui) {
canSaveDynamicFields = "1";
isContainer = "1";
Profile = "GuiContentProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
cameraZRot = "0";
forceFOV = "0";
Enabled = "1";
helpTag = "0";
noCursor = "1";
};
//--- OBJECT WRITE END ---

View file

@ -0,0 +1,68 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function PhysicsShapeData::damage(%this, %obj, %sourceObject, %position, %amount, %damageType)
{
// Order of operations is extremely important here!
// Verify that any changes will not cause this method to overflow the stack
// recursively calling itself.
// Note that invulerable, damageRadius, areaImpulse, radiusDamage, and damageType
// are only dynamic fields... This is fine so long as you are only calling
// this method server-side, just keep in mind these fields are NOT networked.
if ( %this.invulnerable ||
%amount < 0 ||
( %this.minDamageAmount != 0 && %amount < %this.minDamageAmount ) )
return;
// We cannot destroy things twice.
if ( %obj.isDestroyed() )
return;
// This sets a maskbit on the server PhysicsShape which will cause the
// client object to destroy ( spawn debris ) during the next ghost update.
%obj.destroy();
// Single-player hack...
// In a single-player situation the radial impulse NetEvent will
// be applied client-side immediately when we call it, which means it will
// happen before the next ghost update and the debris won't even exist yet!
//
// So we are explicitly calling destroy on the client-side object first,
// before sending the event.
//
if ( %obj.getClientObject() )
%obj.getClientObject().destroy();
if ( %this.damageRadius > 0 )
{
// Send impulse event to affect objects from the explosion of this object.
// Happens server-side and client-side.
if ( %this.areaImpulse > 0 )
RadialImpulseEvent::send( %position, %this.damageRadius, %this.areaImpulse );
// Apply damage to objects from the explosion of this object.
if ( %this.radiusDamage > 0 )
radiusDamage( %obj, %position, %this.damageRadius, %this.radiusDamage, %this.damageType );
}
}