mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-03 20:40:35 +00:00
- Ensures if there is a $pref::server::password set and you're creating a localConnection game, you can connect even if you don't have a client password set
- Changed ChooseLevelMenu layout to have a vertical list for levels with a static preview set, as well as a separate tab for server configs if trying to create a server - Added field to set password for connecting to passworded servers on the JoinServerMenu - Added sanity check so you can't try and activate a menuList that has no children(caused error spam)
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parent
150684a47d
commit
c809dbb4be
6 changed files with 446 additions and 98 deletions
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@ -19,12 +19,13 @@
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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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function ChooseLevelMenu::onAdd( %this )
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{
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if(!isObject(ChooseLevelAssetQuery))
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new AssetQuery(ChooseLevelAssetQuery);
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%this.previewButtonSize = "445 120";
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}
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function ChooseLevelMenu::onWake(%this)
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@ -42,7 +43,7 @@ function ChooseLevelMenu::onWake(%this)
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MessageBoxOK("Error", "No levels were found in any modules. Please ensure you have modules loaded that contain gameplay code and level files.",
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"Canvas.popDialog(ChooseLevelMenu); if(isObject(ChooseLevelMenu.returnGui) && ChooseLevelMenu.returnGui.isMethod(\"onReturnTo\")) ChooseLevelMenu.returnGui.onReturnTo();");
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ChooseLevelAssetQuery.delete();
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ChooseLevelAssetQuery.clear();
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return;
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}
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@ -65,47 +66,27 @@ function ChooseLevelMenu::onWake(%this)
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if (!isFile(%levelPreviewImg))
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%levelPreviewImg = "UI:no_preview_image";
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%preview = new GuiContainer() {
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extent = "480 480";
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%preview = new GuiIconButtonCtrl() {
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position = "0 0";
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extent = %this.previewButtonSize;
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buttonType = "PushButton";
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profile = GuiMenuButtonLeftJustProfile;
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horizSizing = "right";
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vertSizing = "bottom";
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internalName = "button";
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class = "LevelPreviewButton";
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//command = "$selectedLevelAsset = " @ %assetId @ ";";
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altCommand = "ChooseLevelBegin(1);"; //allow doubleclick to quick action it
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text = %levelAsset.levelName;
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bitmapAsset = %levelPreviewImg;
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levelAsset = %levelAsset;
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levelAssetId = %assetId;
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new GuiButtonCtrl() {
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position = "0 0";
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extent = "480 480";
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buttonType = "ToggleButton";
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profile = GuiMenuButtonLeftJustProfile;
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horizSizing = "width";
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vertSizing = "height";
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internalName = "button";
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class = "LevelPreviewButton";
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command = "$selectedLevelAsset = " @ %assetId @ ";";
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altCommand = "ChooseLevelBegin(1);"; //allow doubleclick to quick action it
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};
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new GuiBitmapCtrl() {
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position = "20 0";
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extent = "440 440";
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BitmapAsset = %levelPreviewImg;
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horizSizing = "width";
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vertSizing = "bottom";
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profile = GuiNonModalDefaultProfile;
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};
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new GuiTextCtrl() {
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position = "20 445";
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extent = "440 15";
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text = %levelAsset.levelName;
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profile = MenuSubHeaderText;
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internalName = "levelNameTxt";
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};
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new GuiMLTextCtrl() {
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position = "20 465";
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extent = "440 15";
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text = %levelAsset.levelDescription;
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profile = GuiMLTextProfile;
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internalName = "levelDescTxt";
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};
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iconLocation = "left";
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sizeIconToButton = true;
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makeIconSquare = true;
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textLocation = "left";
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textMargin = 120;
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groupNum = 2;
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};
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LevelPreviewArray.add(%preview);
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@ -117,50 +98,115 @@ function ChooseLevelMenu::onWake(%this)
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{
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%this.addMissionFile( "tools/levels/DefaultEditorLevel.mis" );
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}
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//LevelList.setSelected(0);
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if(!$pref::HostMultiPlayer)
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ChooseLevelTitleText.setText("SINGLE PLAYER");
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else
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ChooseLevelTitleText.setText("CREATE SERVER");
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$MenuList = LevelPreviewArray;
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$MenuList.listPosition = 0;
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$MenuList.syncGui();
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%this.openMenu(0);
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}
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if(!isObject( ChooseLevelActionMap ) )
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{
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new ActionMap(ChooseLevelActionMap){};
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//Null the up/down nav so we can swap in left/right nav
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ChooseLevelActionMap.bindCmd( keyboard, w, "" );
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ChooseLevelActionMap.bindCmd( keyboard, s, "" );
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ChooseLevelActionMap.bindCmd( gamepad, yaxis, "" );
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ChooseLevelActionMap.bindCmd( gamepad, upov, "" );
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ChooseLevelActionMap.bindCmd( gamepad, dpov, "" );
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ChooseLevelActionMap.bind( keyboard, q, ChooseLevelMenuPrevMenu);
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ChooseLevelActionMap.bind( gamepad, btn_l, ChooseLevelMenuPrevMenu);
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ChooseLevelActionMap.bind( keyboard, a, BaseUINavigatePrev );
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ChooseLevelActionMap.bind( keyboard, d, BaseUINavigateNext );
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ChooseLevelActionMap.bind( gamepad, xaxis, "D", "-0.23 0.23", BaseUIStickNavigate );
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ChooseLevelActionMap.bind( gamepad, lpov, BaseUINavigatePrev );
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ChooseLevelActionMap.bind( gamepad, rpov, BaseUINavigateNext );
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ChooseLevelActionMap.bind( keyboard, e, ChooseLevelMenuNextMenu);
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ChooseLevelActionMap.bind( gamepad, btn_r, ChooseLevelMenuNextMenu);
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ChooseLevelActionMap.bind( keyboard, Space, ChooseLevelBegin );
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ChooseLevelActionMap.bind( gamepad, btn_a, ChooseLevelBegin );
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}
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function ChooseLevelMenu::syncGUI(%this)
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{
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//Update the button imagery to comply to the last input device we'd used
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%device = Canvas.getLastInputDevice();
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if(%device $= "mouse")
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%device = "keyboard";
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//Category handling
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%btn = ChooseLevelMenuTabList.getObject(%this.currentMenuIdx);
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%btn.setHighlighted(true);
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%buttonPosX = %btn.position.x + ChooseLevelMenuTabList.position.x;
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ChooseLevelMenuPrevNavIcon.position.x = %buttonPosX;
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ChooseLevelMenuNextNavIcon.position.x = %buttonPosX + %btn.extent.x - 40;
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ChooseLevelBackBtn.setBitmap(BaseUIActionMap.getCommandButtonBitmap(%device, "BaseUIBackOut"));
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ChooseLevelStartBtn.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelBegin"));
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ChooseLevelMenuPrevNavIcon.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuPrevMenu"));
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ChooseLevelMenuNextNavIcon.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuNextMenu"));
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ChooseLevelMenuTabList.visible = $pref::HostMultiPlayer;
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ChooseLevelMenuNavButtonOverlay.visible = $pref::HostMultiPlayer;
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}
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function LevelPreviewArray::syncGUI(%this)
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{
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%this.callOnChildren("setHighlighted", false);
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%btn = %this.getObject(%this.listPosition);
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%btn-->button.setHighlighted(true);
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%btn.setHighlighted(true);
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$selectedLevelAsset = %btn.levelAssetId;
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}
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function ChooseLevelMenuPrevMenu(%val)
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{
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if(%val)
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{
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%currentIdx = ChooseLevelMenu.currentMenuIdx;
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ChooseLevelMenu.currentMenuIdx -= 1;
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ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, 1);
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if(%currentIdx == ChooseLevelMenu.currentMenuIdx)
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return;
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ChooseLevelMenu.openMenu(ChooseLevelMenu.currentMenuIdx);
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}
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}
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function ChooseLevelMenuNextMenu(%val)
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{
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if(%val)
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{
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%currentIdx = ChooseLevelMenu.currentMenuIdx;
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ChooseLevelMenu.currentMenuIdx += 1;
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ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, 1);
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if(%currentIdx == ChooseLevelMenu.currentMenuIdx)
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return;
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ChooseLevelMenu.openMenu(ChooseLevelMenu.currentMenuIdx);
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}
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}
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function ChooseLevelMenu::openMenu(%this, %menuIdx)
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{
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LevelSelectContainer.setVisible(%menuIdx == 0);
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ServerConfigContainer.setVisible(%menuIdx == 1);
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if(%menuIdx == 0)
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$MenuList = LevelPreviewArray;
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else if(%menuIdx == 1)
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$MenuList = ServerConfigList;
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%this.currentMenuIdx = %menuIdx;
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if($MenuList.isMethod("syncGui"))
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$MenuList.syncGui();
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%this.syncGui();
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}
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function ChooseLevelBegin(%val)
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{
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if(%val)
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@ -178,6 +224,8 @@ function ChooseLevelBegin(%val)
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MessageBoxOK("Error", "Selected level preview does not have a valid level asset!");
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return;
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}
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$selectedLevelAsset = %entry.levelAssetId;
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// Launch the chosen level with the editor open?
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if ( ChooseLevelMenu.launchInEditor )
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@ -198,14 +246,27 @@ function ChooseLevelMenu::onSleep( %this )
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// This is set from the outside, only stays true for a single wake/sleep
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// cycle.
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%this.launchInEditor = false;
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//Ensure any changes we made to our server configs is saved out
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if($pref::HostMultiPlayer)
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{
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echo("Exporting server prefs");
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%prefPath = getPrefpath();
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export("$Pref::Server::*", %prefPath @ "/serverPrefs." @ $TorqueScriptFileExtension, false);
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BanList::Export(%prefPath @ "/banlist." @ $TorqueScriptFileExtension);
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}
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}
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function LevelPreviewButton::onHighlighted(%this, %highlighted)
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{
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%container = %this.getParent();
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%container-->levelNameTxt.profile = %highlighted ? MenuSubHeaderTextHighlighted : MenuSubHeaderText;
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%container-->levelDescTxt.profile = %highlighted ? GuiMLTextProfileHighlighted : GuiMLTextProfile;
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LevelPreviewScroll.scrollToObject(%this);
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if(%highlighted)
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{
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$MenuList.listPosition = $MenuList.getObjectIndex(%this);
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LevelPreviewBitmap.bitmapAsset = %this.bitmapAsset;
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LevelNameText.text = %this.levelAsset.levelName;
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LevelDescriptionText.setText(%this.levelAsset.levelDescription);
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LevelPreviewScroll.scrollToObject(%this);
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}
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}
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