GFX card profile config file logging moved to debug only

WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI
Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings
Updated WIP options menu
Editor/Project settings WIP
Updated editor theme to be consistent, and feed off the editor settings
Updated popup menus to reference renamed profiles
Added more in-progress modules for examples/stress testing
This commit is contained in:
Areloch 2019-06-17 02:30:45 -05:00
parent 226529fd1b
commit f1777016b8
179 changed files with 10144 additions and 415 deletions

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// PlayGui is the main TSControl through which the game is viewed.
// The PlayGui also contains the hud controls.
//-----------------------------------------------------------------------------
function PlayGui::onWake(%this)
{
// Turn off any shell sounds...
// sfxStop( ... );
$enableDirectInput = "1";
activateDirectInput();
// Message hud dialog
if ( isObject( MainChatHud ) )
{
Canvas.pushDialog( MainChatHud );
chatHud.attach(HudMessageVector);
}
// just update the action map here
moveMap.push();
// hack city - these controls are floating around and need to be clamped
if ( isFunction( "refreshCenterTextCtrl" ) )
schedule(0, 0, "refreshCenterTextCtrl");
if ( isFunction( "refreshBottomTextCtrl" ) )
schedule(0, 0, "refreshBottomTextCtrl");
}
function PlayGui::onSleep(%this)
{
if ( isObject( MainChatHud ) )
Canvas.popDialog( MainChatHud );
// pop the keymaps
moveMap.pop();
}
function PlayGui::clearHud( %this )
{
Canvas.popDialog( MainChatHud );
while ( %this.getCount() > 0 )
%this.getObject( 0 ).delete();
}
//-----------------------------------------------------------------------------
function refreshBottomTextCtrl()
{
BottomPrintText.position = "0 0";
}
function refreshCenterTextCtrl()
{
CenterPrintText.position = "0 0";
}
/*function PlayGui::onRightMouseDown(%this)
{
%this.nocursor = true;
Canvas.checkCursor();
}
function PlayGui::onRightMouseUp(%this)
{
%this.nocursor = false;
Canvas.checkCursor();
}*/
/*function PlayGui::onInputEvent(%this, %device, %action, %state)
{
if(%device $= "mouse0" && %action $= "button1")
{
if(%state == 1)
{
%this.nocursor = true;
Canvas.checkCursor();
}
else
{
%this.nocursor = false;
Canvas.checkCursor();
}
}
else if(%device $= "keyboard")
{
if(%action $= "w")
moveforward(%state);
else if(%action $= "a")
moveleft(%state);
else if(%action $= "s")
movebackward(%state);
else if(%action $= "d")
moveright(%state);
}
}*/

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GameTSCtrl(PlayGui) {
cameraZRot = "0";
forceFOV = "0";
reflectPriority = "1";
renderStyle = "standard";
margin = "0 0 0 0";
padding = "0 0 0 0";
anchorTop = "1";
anchorBottom = "0";
anchorLeft = "1";
anchorRight = "0";
position = "0 0";
extent = "1920 1080";
minExtent = "8 8";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "1";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "1";
enabled = "1";
helpTag = "0";
noCursor = "1";
new GuiBitmapCtrl(LagIcon) {
bitmap = "data/ui/art/lagIcon.png";
color = "255 255 255 255";
wrap = "0";
position = "572 3";
extent = "32 32";
minExtent = "8 8";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiDefaultProfile";
visible = "0";
active = "1";
tooltipProfile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
hidden = "1";
canSave = "1";
canSaveDynamicFields = "0";
};
};
//--- OBJECT WRITE END ---

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function gameUI::create( %this )
{
if (!$Server::Dedicated)
{
//guis
exec("./GUIs/playGui.gui");
exec("./GUIs/playGui.cs");
}
}
function gameUI::destroy( %this )
{
}

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<ModuleDefinition
ModuleId="gameUI"
VersionId="1"
Description="Basic Game GUI."
ScriptFile="gameUI.cs"
CreateFunction="create"
DestroyFunction="destroy"
Group="Game"
Dependencies="UI=1">
<DeclaredAssets
canSave="true"
canSaveDynamicFields="true"
Extension="asset.taml"
Recurse="true" />
</ModuleDefinition>