mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Updated all UI module controls to utilize a more standard structure with stack controls instead of the GameMenu ctrls, as well as more standardization of gamepad input handling
160 lines
5.3 KiB
Plaintext
160 lines
5.3 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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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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// StartupGui is the splash screen that initially shows when the game is loaded
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//-----------------------------------------------------------------------------
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function loadStartup()
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{
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// The index of the current splash screen
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$StartupIdx = 0;
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// A list of the splash screens and logos
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// to cycle through. Note that they have to
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// be in consecutive numerical order
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StartupGui.bitmap[0] = "UI:backgrounddark_image";
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StartupGui.logo[0] = "UI:Torque_3D_logo_alt_image";
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StartupGui.logoPos[0] = "178 251";
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StartupGui.logoExtent[0] = "443 139";
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// Call the next() function to set our firt
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// splash screen
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StartupGui.next();
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StartupGui.setFirstResponder();
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// Play our startup sound
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//SFXPlayOnce(AudioGui, "data/ui/sounds/startup");//SFXPlay(startsnd);
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}
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function StartupGui::onWake(%this)
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{
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$enableDirectInput = "1";
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activateDirectInput();
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}
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function StartupGui::click(%this)
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{
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%this.done = true;
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%this.onDone();
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}
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function StartupGui::next(%this)
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{
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// Set us to a blank screen while we load the next one
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Canvas.setContent(BlankGui);
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// Set our bitmap and reset the done variable
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%this.setBitmap(%this.bitmap[$StartupIdx]);
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%this.done = false;
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// If we have a logo then set it
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if (isObject(%this->StartupLogo))
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{
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if (%this.logo[$StartupIdx] !$= "")
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{
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%this->StartupLogo.setBitmap(%this.logo[$StartupIdx]);
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if (%this.logoPos[$StartupIdx] !$= "")
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{
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%logoPosX = getWord(%this.logoPos[$StartupIdx], 0);
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%logoPosY = getWord(%this.logoPos[$StartupIdx], 1);
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%this->StartupLogo.setPosition(%logoPosX, %logoPosY);
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}
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if (%this.logoExtent[$StartupIdx] !$= "")
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%this->StartupLogo.setExtent(%this.logoExtent[$StartupIdx]);
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%this->StartupLogo.setVisible(true);
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}
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else
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%this->StartupLogo.setVisible(false);
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}
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// If we have a secondary logo then set it
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if (isObject(%this->StartupLogoSecondary))
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{
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if (%this.seclogo[$StartupIdx] !$= "")
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{
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%this->StartupLogoSecondary.setBitmap(%this.seclogo[$StartupIdx]);
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if (%this.seclogoPos[$StartupIdx] !$= "")
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{
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%logoPosX = getWord(%this.seclogoPos[$StartupIdx], 0);
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%logoPosY = getWord(%this.seclogoPos[$StartupIdx], 1);
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%this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY);
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}
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if (%this.seclogoExtent[$StartupIdx] !$= "")
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%this->StartupLogoSecondary.setExtent(%this.seclogoExtent[$StartupIdx]);
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%this->StartupLogoSecondary.setVisible(true);
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}
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else
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%this->StartupLogoSecondary.setVisible(false);
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}
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// Increment our screen index for the next screen
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$StartupIdx++;
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// Set the Canvas to our newly updated GuiFadeinBitmapCtrl
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Canvas.setContent(%this);
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}
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function StartupGui::onDone(%this)
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{
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// If we have been tagged as done decide if we need
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// to end or cycle to the next one
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if (%this.done)
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{
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// See if we have a valid bitmap for the next screen
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if (%this.bitmap[$StartupIdx] $= "")
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{
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// Clear our data and load the main menu
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%this.done = true;
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// NOTE: Don't ever ever delete yourself during a callback from C++.
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//
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// Deleting the whole gui itself seems a bit excessive, what if we want
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// to return to the startup gui at a later time? Any bitmaps set on
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// the controls should be unloaded automatically if the control is not
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// awake, if this is not the case then that's what needs to be fixed.
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//%this.delete();
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//BlankGui.delete();
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//flushTextureCache();
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%mainMenuGUI = ProjectSettings.value("UI/mainMenuName");
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if (isObject( %mainMenuGUI ))
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Canvas.setContent( %mainMenuGUI );
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}
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else
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{
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// We do have a bitmap so cycle to it
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%this.next();
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}
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}
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}
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