Full Template for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:54:25 -04:00
parent 74f265b3b3
commit f439dc8dcd
2150 changed files with 286240 additions and 0 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";
}

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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.bitmap0 = "art/gui/background";
StartupGui.logo0 = "art/gui/Torque-3D-logo";
StartupGui.logoPos0 = "178 251";
StartupGui.logoExtent0 = "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::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(getVariable(%this @ ".bitmap" @ $StartupIdx));
%this.done = false;
// If we have a logo then set it
if (isObject(%this->StartupLogo))
{
if (getVariable(%this @ ".logo" @ $StartupIdx) !$= "")
{
%this->StartupLogo.setBitmap(getVariable(%this @ ".logo" @ $StartupIdx));
if (getVariable(%this @ ".logoPos" @ $StartupIdx) !$= "")
{
%logoPosX = getWord(getVariable(%this @ ".logoPos" @ $StartupIdx), 0);
%logoPosY = getWord(getVariable(%this @ ".logoPos" @ $StartupIdx), 1);
%this->StartupLogo.setPosition(%logoPosX, %logoPosY);
}
if (getVariable(%this @ ".logoExtent" @ $StartupIdx) !$= "")
%this->StartupLogo.setExtent(getVariable(%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 (getVariable(%this @ ".seclogo" @ $StartupIdx) !$= "")
{
%this->StartupLogoSecondary.setBitmap(getVariable(%this @ ".seclogo" @ $StartupIdx));
if (getVariable(%this @ ".seclogoPos" @ $StartupIdx) !$= "")
{
%logoPosX = getWord(getVariable(%this @ ".seclogoPos" @ $StartupIdx), 0);
%logoPosY = getWord(getVariable(%this @ ".seclogoPos" @ $StartupIdx), 1);
%this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY);
}
if (getVariable(%this @ ".seclogoExtent" @ $StartupIdx) !$= "")
%this->StartupLogoSecondary.setExtent(getVariable(%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 (getVariable(%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();
loadMainMenu();
}
else
{
// We do have a bitmap so cycle to it
%this.next();
}
}
}