mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
124 lines
3.5 KiB
Plaintext
124 lines
3.5 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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// PlayGui is the main TSControl through which the game is viewed.
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// The PlayGui also contains the hud controls.
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//-----------------------------------------------------------------------------
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function PlayGui::onWake(%this)
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{
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// Turn off any shell sounds...
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// sfxStop( ... );
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$enableDirectInput = "1";
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activateDirectInput();
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// Message hud dialog
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if ( isObject( MainChatHud ) )
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{
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Canvas.pushDialog( MainChatHud );
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chatHud.attach(HudMessageVector);
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}
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// just update the action map here
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if(isObject(moveMap))
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moveMap.push();
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// hack city - these controls are floating around and need to be clamped
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if ( isFunction( "refreshCenterTextCtrl" ) )
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schedule(0, 0, "refreshCenterTextCtrl");
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if ( isFunction( "refreshBottomTextCtrl" ) )
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schedule(0, 0, "refreshBottomTextCtrl");
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callOnModules("Playgui_onWake");
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}
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function PlayGui::onSleep(%this)
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{
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if ( isObject( MainChatHud ) )
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Canvas.popDialog( MainChatHud );
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// pop the keymaps
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if(isObject(moveMap))
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moveMap.pop();
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}
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function PlayGui::clearHud( %this )
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{
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Canvas.popDialog( MainChatHud );
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while ( %this.getCount() > 0 )
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%this.getObject( 0 ).delete();
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}
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//-----------------------------------------------------------------------------
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function refreshBottomTextCtrl()
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{
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BottomPrintText.position = "0 0";
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}
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function refreshCenterTextCtrl()
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{
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CenterPrintText.position = "0 0";
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}
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/*function PlayGui::onRightMouseDown(%this)
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{
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%this.nocursor = true;
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Canvas.checkCursor();
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}
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function PlayGui::onRightMouseUp(%this)
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{
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%this.nocursor = false;
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Canvas.checkCursor();
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}*/
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/*function PlayGui::onInputEvent(%this, %device, %action, %state)
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{
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if(%device $= "mouse0" && %action $= "button1")
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{
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if(%state == 1)
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{
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%this.nocursor = true;
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Canvas.checkCursor();
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}
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else
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{
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%this.nocursor = false;
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Canvas.checkCursor();
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}
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}
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else if(%device $= "keyboard")
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{
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if(%action $= "w")
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moveforward(%state);
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else if(%action $= "a")
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moveleft(%state);
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else if(%action $= "s")
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movebackward(%state);
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else if(%action $= "d")
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moveright(%state);
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}
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}*/ |