mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
This removes a duplicate and erroneous attempt to load the customProfiles.cs script. Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles. Also fixes a problem where the Empty Template was not loading customProfiles.cs
180 lines
5.9 KiB
C#
180 lines
5.9 KiB
C#
//-----------------------------------------------------------------------------
|
|
// 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.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Variables used by client scripts & code. The ones marked with (c)
|
|
// are accessed from code. Variables preceeded by Pref:: are client
|
|
// preferences and stored automatically in the ~/client/prefs.cs file
|
|
// in between sessions.
|
|
//
|
|
// (c) Client::MissionFile Mission file name
|
|
// ( ) Client::Password Password for server join
|
|
|
|
// (?) Pref::Player::CurrentFOV
|
|
// (?) Pref::Player::DefaultFov
|
|
// ( ) Pref::Input::KeyboardTurnSpeed
|
|
|
|
// (c) pref::Master[n] List of master servers
|
|
// (c) pref::Net::RegionMask
|
|
// (c) pref::Client::ServerFavoriteCount
|
|
// (c) pref::Client::ServerFavorite[FavoriteCount]
|
|
// .. Many more prefs... need to finish this off
|
|
|
|
// Moves, not finished with this either...
|
|
// (c) firstPerson
|
|
// $mv*Action...
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// These are variables used to control the shell scripts and
|
|
// can be overriden by mods:
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
function initClient()
|
|
{
|
|
echo("\n--------- Initializing " @ $appName @ ": Client Scripts ---------");
|
|
|
|
// Make sure this variable reflects the correct state.
|
|
$Server::Dedicated = false;
|
|
|
|
// Game information used to query the master server
|
|
$Client::GameTypeQuery = $appName;
|
|
$Client::MissionTypeQuery = "Any";
|
|
|
|
// These should be game specific GuiProfiles. Custom profiles are saved out
|
|
// from the Gui Editor. Either of these may override any that already exist.
|
|
exec("art/gui/gameProfiles.cs");
|
|
exec("art/gui/customProfiles.cs");
|
|
|
|
// The common module provides basic client functionality
|
|
initBaseClient();
|
|
|
|
// Use our prefs to configure our Canvas/Window
|
|
configureCanvas();
|
|
|
|
// Load up the Game GUI
|
|
exec("art/gui/playGui.gui");
|
|
|
|
// Load up the shell GUIs
|
|
exec("art/gui/mainMenuGui.gui");
|
|
exec("art/gui/StartupGui.gui");
|
|
exec("art/gui/chooseLevelDlg.gui");
|
|
exec("art/gui/loadingGui.gui");
|
|
exec("art/gui/optionsDlg.gui");
|
|
exec("art/gui/remapDlg.gui");
|
|
|
|
// Gui scripts
|
|
exec("scripts/gui/playGui.cs");
|
|
exec("scripts/gui/startupGui.cs");
|
|
exec("scripts/gui/chooseLevelDlg.cs");
|
|
exec("scripts/gui/loadingGui.cs");
|
|
exec("scripts/gui/optionsDlg.cs");
|
|
|
|
// Client scripts
|
|
exec("./missionDownload.cs");
|
|
exec("./serverConnection.cs");
|
|
|
|
// Default player key bindings
|
|
exec("./default.bind.cs");
|
|
|
|
if (isFile("./config.cs"))
|
|
exec("./config.cs");
|
|
|
|
loadMaterials();
|
|
|
|
// Really shouldn't be starting the networking unless we are
|
|
// going to connect to a remote server, or host a multi-player
|
|
// game.
|
|
setNetPort(0);
|
|
|
|
// Copy saved script prefs into C++ code.
|
|
setDefaultFov( $pref::Player::defaultFov );
|
|
setZoomSpeed( $pref::Player::zoomSpeed );
|
|
|
|
if( isFile( "./audioData.cs" ) )
|
|
exec( "./audioData.cs" );
|
|
|
|
// Start up the main menu... this is separated out into a
|
|
// method for easier mod override.
|
|
|
|
if ($startWorldEditor || $startGUIEditor) {
|
|
// Editor GUI's will start up in the primary main.cs once
|
|
// engine is initialized.
|
|
return;
|
|
}
|
|
|
|
// Connect to server if requested.
|
|
if ($JoinGameAddress !$= "") {
|
|
// If we are instantly connecting to an address, load the
|
|
// loading GUI then attempt the connect.
|
|
loadLoadingGui();
|
|
connect($JoinGameAddress, "", $Pref::Player::Name);
|
|
}
|
|
else {
|
|
// Otherwise go to the splash screen.
|
|
Canvas.setCursor("DefaultCursor");
|
|
loadStartup();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
function loadMainMenu()
|
|
{
|
|
// Startup the client with the Main menu...
|
|
if (isObject( MainMenuGui ))
|
|
Canvas.setContent( MainMenuGui );
|
|
|
|
Canvas.setCursor("DefaultCursor");
|
|
|
|
// first check if we have a level file to load
|
|
if ($levelToLoad !$= "")
|
|
{
|
|
%levelFile = "levels/";
|
|
%ext = getSubStr($levelToLoad, strlen($levelToLoad) - 3, 3);
|
|
if(%ext !$= "mis")
|
|
%levelFile = %levelFile @ $levelToLoad @ ".mis";
|
|
else
|
|
%levelFile = %levelFile @ $levelToLoad;
|
|
|
|
// Clear out the $levelToLoad so we don't attempt to load the level again
|
|
// later on.
|
|
$levelToLoad = "";
|
|
|
|
// let's make sure the file exists
|
|
%file = findFirstFile(%levelFile);
|
|
|
|
if(%file !$= "")
|
|
createAndConnectToLocalServer( "SinglePlayer", %file );
|
|
}
|
|
}
|
|
|
|
function loadLoadingGui()
|
|
{
|
|
Canvas.setContent("LoadingGui");
|
|
LoadingProgress.setValue(1);
|
|
|
|
LoadingProgressTxt.setValue("WAITING FOR SERVER");
|
|
|
|
Canvas.repaint();
|
|
}
|