mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-25 15:19:30 +00:00
Ensured that guiGameListMenuCtrl adjusts values for rows marked as sliders via the left and right gamepad actions Corrected the button maps for look and move on the gamepad for the ExampleModule's default movement binds Fixed ExampleModule's default keybinds so alt+enter correctly toggles fullscreen Fixed joinServerMenu so it has a guiInputCtrl that can catch keybind events and pass them to the menuInputButtons Removed erroneous input consumption on OptionsMenuList Removed unneeded check against Graphics API list Flipped order of Anti Aliasing option to match ordering of the others Removed old, unneeded legacy option menu script files Added logic for message boxes to automatically return active MenuInputButton control to the holder before it was pushed Added fill color for the UI list gui profile so the sliders render more legibly
159 lines
5.3 KiB
C#
159 lines
5.3 KiB
C#
//-----------------------------------------------------------------------------
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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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$StartupIdx = 0;
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// A list of the splash screens and logos
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// to cycle through. Note that they have to
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// be in consecutive numerical order
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StartupGui.bitmap[0] = "data/ui/images/background-dark";
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StartupGui.logo[0] = "data/ui/images/Torque-3D-logo_alt";
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StartupGui.logoPos[0] = "178 251";
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StartupGui.logoExtent[0] = "443 139";
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// Call the next() function to set our firt
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// splash screen
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StartupGui.next();
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StartupGui.setFirstResponder();
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// Play our startup sound
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//SFXPlayOnce(AudioGui, "data/ui/sounds/startup");//SFXPlay(startsnd);
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}
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function StartupGui::onWake(%this)
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{
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$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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