Merge pull request #804 from Areloch/MiscFIxes20220601

Misc Fixes 2022/06/01
This commit is contained in:
Brian Roberts 2022-06-03 03:13:42 -05:00 committed by GitHub
commit d8694f42d8
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 31 additions and 17 deletions

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@ -39,6 +39,7 @@ function callOnModules(%functionName, %moduleGroup, %var0, %var1, %var2, %var3,
}
ExecFilesList.pop_back(); //cleanup
%execArray.delete();
}
function loadModuleMaterials(%moduleGroup)

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@ -1,6 +1,8 @@
//--- OBJECT WRITE BEGIN ---
$guiContent = new GuiControl(MainMenuButtons) {
extent = "1024 768";
horizSizing = "width";
vertSizing = "height";
profile = "GuiNonModalDefaultProfile";
tooltipProfile = "GuiToolTipProfile";
isContainer = "1";

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@ -11,7 +11,7 @@ function MainMenuButtons::onSleep(%this)
// set MainMenuButtonList as it's root page.
// This is an optional function, but is called as part of the validation that the page
// CAN be opened, so it's shown here as an example
function MainMenuButtonList::canOpen(%this)
function MainMenuButtons::canOpen(%this)
{
return true;
}
@ -21,7 +21,7 @@ function MainMenuButtonList::canOpen(%this)
// set MainMenuButtonList as it's root page.
// Once the page is added to the MainMenuGUI's UINavigation page stack, onOpen here is called
// Which allows us to actually do the work we need to do for display
function MainMenuButtonList::onOpen(%this)
function MainMenuButtons::onOpen(%this)
{
//Here, we set the MainMenuButtonList - a GuiStackControl with the MenuList class
// to be the active menu list.
@ -57,13 +57,13 @@ function MainMenuButtonList::onOpen(%this)
}
//Optional, as the check defaults to true, but here as an example case
function MainMenuButtonList::canClose(%this)
function MainMenuButtons::canClose(%this)
{
return true;
}
function MainMenuButtonList::onClose(%this)
function MainMenuButtons::onClose(%this)
{
}

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@ -35,7 +35,7 @@ function ChooseLevelDlg::onOpen(%this)
LevelList.clearRows();
LevelListEntries.empty();
ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
ChooseLevelWindow->CurrentPreview.setBitmap("UI:no_preview_image");
ChooseLevelWindow->LevelDescriptionLabel.visible = false;
ChooseLevelWindow->LevelDescription.visible = false;
@ -167,7 +167,7 @@ function LevelList::onChange(%this)
if (isFile(%levelPreview))
ChooseLevelWindow->CurrentPreview.setBitmap(%levelPreview);
else
ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
ChooseLevelWindow->CurrentPreview.setBitmap("UI:no_preview_image");
// Get the description
%levelDesc = %levelAsset.description;
@ -193,6 +193,8 @@ function ChooseLevelDlg::beginLevel(%this)
// So we can't fire the button when loading is in progress.
if ( isObject( ServerGroup ) )
return;
%this.navigation.popPage();
// Launch the chosen level with the editor open?
if ( ChooseLevelDlg.launchInEditor )

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@ -24,18 +24,17 @@ function MainMenuGui::onWake(%this)
//We set up this catch by making said control our first responder, here
MainMenuInputHandler.setFirstResponder();
//Lastly, we go ahead and display some actual navigable content up on our main menu here
//In this case, we set the MainMenuButtonList as our root page, so we always come back
//to having the main menu buttons on screen if every other page is closed.
//This will ultimately call MainMenuButtonList::onOpen(), so to see where the navigation
//chain continues, see that function.
%this.setRootPage(MainMenuButtonList);
//We also go ahead and mark for any future pages being added to the UINavigation's page stack
//to be prompted to resize when added. This isn't required, but helps keep pages formated to
//the current size of the UINavigation, which is useful when dealing with aspect ratio or resolution
//changes.
%this.resizePages = true;
//Lastly, we go ahead and display some actual navigable content up on our main menu here
//In this case, we set the MainMenuButtons as our root page, so we always come back
//to having the main menu buttons on screen if every other page is closed.
//This will ultimately call MainMenuButtons::onOpen(), so to see where the navigation
//chain continues, see that function.
%this.setRootPage(MainMenuButtons);
}
function MainMenuButtonHolder::onWake(%this)

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@ -14,6 +14,9 @@ function UINavigation::setRootPage(%this, %rootPage)
%this.pageStack = new ArrayObject();
}
if(%this.rootPage $= %rootPage)
return;
if(isObject(%this.rootPage))
{
%canClose = true;
@ -71,6 +74,10 @@ function UINavigation::pushPage(%this, %newPage, %callback)
%this.pageStack = new ArrayObject();
}
//don't re-add pages
if(%this.pageStack.getIndexFromKey(%newPage) != -1)
return;
%canChange = true;
if(%newPage.isMethod("canOpen"))
%canChange = %newPage.call("canOpen");

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@ -563,7 +563,10 @@ function ShapeEdSelectWindow::addObjectHint( %this, %type, %name, %desc, %presen
%ctrl.text = %name;
%ctrl.tooltip = %desc;
%ctrl.setBitmap( "tools/editorClasses/gui/images/" @ ( %present ? "iconAccept" : "iconCancel" ) );
if(%present)
%ctrl.setBitmap( "ToolsModule:iconAccept_image" );
else
%ctrl.setBitmap( "ToolsModule:iconCancel_image" );
%ctrl.setStateOn( false );
%ctrl.resetState();

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@ -640,7 +640,7 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %materialAssetId )
// Read out properties from the dialog.
%newName = %this-->matNameCtrl.getText();
%newName = %this-->matNameCtrl.text;
%blankBitmap = AssetDatabase.acquireAsset($TerrainMaterialEditor::emptyMaterialImage).getImagePath();

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@ -61,8 +61,8 @@ option(TORQUE_ADVANCED_LIGHTING "Advanced Lighting" ON)
mark_as_advanced(TORQUE_ADVANCED_LIGHTING)
option(TORQUE_BASIC_LIGHTING "Basic Lighting" ON)
mark_as_advanced(TORQUE_BASIC_LIGHTING)
option(TORQUE_SFX_DirectX "DirectX Sound" OFF)
mark_as_advanced(TORQUE_SFX_DirectX)
# option(TORQUE_SFX_DirectX "DirectX Sound" OFF)
# mark_as_advanced(TORQUE_SFX_DirectX)
option(TORQUE_SFX_OPENAL "OpenAL Sound" ON)
mark_as_advanced(TORQUE_APP_PASSWORD)
set(TORQUE_APP_PASSWORD "changeme" CACHE STRING "zip file password")