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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #804 from Areloch/MiscFIxes20220601
Misc Fixes 2022/06/01
This commit is contained in:
commit
d8694f42d8
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@ -39,6 +39,7 @@ function callOnModules(%functionName, %moduleGroup, %var0, %var1, %var2, %var3,
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}
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ExecFilesList.pop_back(); //cleanup
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%execArray.delete();
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}
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function loadModuleMaterials(%moduleGroup)
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@ -1,6 +1,8 @@
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//--- OBJECT WRITE BEGIN ---
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$guiContent = new GuiControl(MainMenuButtons) {
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extent = "1024 768";
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horizSizing = "width";
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vertSizing = "height";
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profile = "GuiNonModalDefaultProfile";
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tooltipProfile = "GuiToolTipProfile";
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isContainer = "1";
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@ -11,7 +11,7 @@ function MainMenuButtons::onSleep(%this)
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// set MainMenuButtonList as it's root page.
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// This is an optional function, but is called as part of the validation that the page
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// CAN be opened, so it's shown here as an example
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function MainMenuButtonList::canOpen(%this)
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function MainMenuButtons::canOpen(%this)
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{
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return true;
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}
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@ -21,7 +21,7 @@ function MainMenuButtonList::canOpen(%this)
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// set MainMenuButtonList as it's root page.
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// Once the page is added to the MainMenuGUI's UINavigation page stack, onOpen here is called
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// Which allows us to actually do the work we need to do for display
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function MainMenuButtonList::onOpen(%this)
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function MainMenuButtons::onOpen(%this)
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{
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//Here, we set the MainMenuButtonList - a GuiStackControl with the MenuList class
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// to be the active menu list.
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@ -57,13 +57,13 @@ function MainMenuButtonList::onOpen(%this)
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}
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//Optional, as the check defaults to true, but here as an example case
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function MainMenuButtonList::canClose(%this)
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function MainMenuButtons::canClose(%this)
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{
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return true;
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}
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function MainMenuButtonList::onClose(%this)
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function MainMenuButtons::onClose(%this)
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{
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}
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@ -35,7 +35,7 @@ function ChooseLevelDlg::onOpen(%this)
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LevelList.clearRows();
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LevelListEntries.empty();
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ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
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ChooseLevelWindow->CurrentPreview.setBitmap("UI:no_preview_image");
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ChooseLevelWindow->LevelDescriptionLabel.visible = false;
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ChooseLevelWindow->LevelDescription.visible = false;
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@ -167,7 +167,7 @@ function LevelList::onChange(%this)
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if (isFile(%levelPreview))
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ChooseLevelWindow->CurrentPreview.setBitmap(%levelPreview);
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else
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ChooseLevelWindow->CurrentPreview.setBitmap("data/ui/images/no-preview");
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ChooseLevelWindow->CurrentPreview.setBitmap("UI:no_preview_image");
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// Get the description
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%levelDesc = %levelAsset.description;
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@ -193,6 +193,8 @@ function ChooseLevelDlg::beginLevel(%this)
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// So we can't fire the button when loading is in progress.
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if ( isObject( ServerGroup ) )
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return;
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%this.navigation.popPage();
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// Launch the chosen level with the editor open?
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if ( ChooseLevelDlg.launchInEditor )
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@ -24,18 +24,17 @@ function MainMenuGui::onWake(%this)
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//We set up this catch by making said control our first responder, here
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MainMenuInputHandler.setFirstResponder();
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//Lastly, we go ahead and display some actual navigable content up on our main menu here
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//In this case, we set the MainMenuButtonList as our root page, so we always come back
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//to having the main menu buttons on screen if every other page is closed.
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//This will ultimately call MainMenuButtonList::onOpen(), so to see where the navigation
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//chain continues, see that function.
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%this.setRootPage(MainMenuButtonList);
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//We also go ahead and mark for any future pages being added to the UINavigation's page stack
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//to be prompted to resize when added. This isn't required, but helps keep pages formated to
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//the current size of the UINavigation, which is useful when dealing with aspect ratio or resolution
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//changes.
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%this.resizePages = true;
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//Lastly, we go ahead and display some actual navigable content up on our main menu here
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//In this case, we set the MainMenuButtons as our root page, so we always come back
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//to having the main menu buttons on screen if every other page is closed.
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//This will ultimately call MainMenuButtons::onOpen(), so to see where the navigation
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//chain continues, see that function.
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%this.setRootPage(MainMenuButtons);
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}
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function MainMenuButtonHolder::onWake(%this)
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@ -14,6 +14,9 @@ function UINavigation::setRootPage(%this, %rootPage)
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%this.pageStack = new ArrayObject();
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}
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if(%this.rootPage $= %rootPage)
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return;
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if(isObject(%this.rootPage))
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{
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%canClose = true;
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@ -71,6 +74,10 @@ function UINavigation::pushPage(%this, %newPage, %callback)
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%this.pageStack = new ArrayObject();
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}
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//don't re-add pages
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if(%this.pageStack.getIndexFromKey(%newPage) != -1)
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return;
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%canChange = true;
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if(%newPage.isMethod("canOpen"))
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%canChange = %newPage.call("canOpen");
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@ -563,7 +563,10 @@ function ShapeEdSelectWindow::addObjectHint( %this, %type, %name, %desc, %presen
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%ctrl.text = %name;
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%ctrl.tooltip = %desc;
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%ctrl.setBitmap( "tools/editorClasses/gui/images/" @ ( %present ? "iconAccept" : "iconCancel" ) );
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if(%present)
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%ctrl.setBitmap( "ToolsModule:iconAccept_image" );
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else
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%ctrl.setBitmap( "ToolsModule:iconCancel_image" );
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%ctrl.setStateOn( false );
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%ctrl.resetState();
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@ -640,7 +640,7 @@ function TerrainMaterialDlg::saveDirtyMaterial( %this, %materialAssetId )
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// Read out properties from the dialog.
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%newName = %this-->matNameCtrl.getText();
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%newName = %this-->matNameCtrl.text;
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%blankBitmap = AssetDatabase.acquireAsset($TerrainMaterialEditor::emptyMaterialImage).getImagePath();
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@ -61,8 +61,8 @@ option(TORQUE_ADVANCED_LIGHTING "Advanced Lighting" ON)
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mark_as_advanced(TORQUE_ADVANCED_LIGHTING)
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option(TORQUE_BASIC_LIGHTING "Basic Lighting" ON)
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mark_as_advanced(TORQUE_BASIC_LIGHTING)
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option(TORQUE_SFX_DirectX "DirectX Sound" OFF)
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mark_as_advanced(TORQUE_SFX_DirectX)
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# option(TORQUE_SFX_DirectX "DirectX Sound" OFF)
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# mark_as_advanced(TORQUE_SFX_DirectX)
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option(TORQUE_SFX_OPENAL "OpenAL Sound" ON)
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mark_as_advanced(TORQUE_APP_PASSWORD)
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set(TORQUE_APP_PASSWORD "changeme" CACHE STRING "zip file password")
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