mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-15 04:33:47 +00:00
374 lines
12 KiB
C#
374 lines
12 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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function ChooseLevelDlg::onWake( %this )
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{
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CL_levelList.clear();
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ChooseLevelWindow->SmallPreviews.clear();
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%this->CurrentPreview.visible = false;
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%this->levelName.visible = false;
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%this->LevelDescriptionLabel.visible = false;
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%this->LevelDescription.visible = false;
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%assetQuery = new AssetQuery();
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AssetDatabase.findAssetType(%assetQuery, "LevelAsset");
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%count = %assetQuery.getCount();
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if(%count == 0 && !IsDirectory("tools"))
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{
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//We have no levels found. Prompt the user to open the editor to the default level if the tools are present
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MessageBoxOK("Error", "No levels were found in any modules. Please ensure you have modules loaded that contain gameplay code and level files.",
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"Canvas.popDialog(ChooseLevelDlg); if(isObject(ChooseLevelDlg.returnGui) && ChooseLevelDlg.returnGui.isMethod(\"onReturnTo\")) ChooseLevelDlg.returnGui.onReturnTo();");
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%assetQuery.delete();
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return;
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}
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for(%i=0; %i < %count; %i++)
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{
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%assetId = %assetQuery.getAsset(%i);
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%levelAsset = AssetDatabase.acquireAsset(%assetId);
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%file = %levelAsset.LevelFile;
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if ( !isFile(%file @ ".mis") && !isFile(%file) )
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continue;
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// Skip our new level/mission if we arent choosing a level
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// to launch in the editor.
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if ( !%this.launchInEditor )
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{
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%fileName = fileName(%file);
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if (strstr(%fileName, "newMission.mis") > -1 || strstr(%fileName, "newLevel.mis") > -1)
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continue;
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}
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%this.addLevelAsset( %levelAsset );
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}
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// Also add the new level mission as defined in the world editor settings
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// if we are choosing a level to launch in the editor.
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if ( %this.launchInEditor )
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{
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%file = EditorSettings.value( "WorldEditor/newLevelFile" );
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if ( %file !$= "" )
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%this.addMissionFile( %file );
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}
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// Sort our list
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CL_levelList.sort(0);
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// Set the first row as the selected row
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CL_levelList.setSelectedRow(0);
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for (%i = 0; %i < CL_levelList.rowCount(); %i++)
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{
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%preview = new GuiButtonCtrl() {
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profile = "GuiMenuButtonProfile";
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internalName = "SmallPreview" @ %i;
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Extent = "368 35";
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text = getField(CL_levelList.getRowText(%i), 0);
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command = "ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews->SmallPreview" @ %i @ ");";
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buttonType = "RadioButton";
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};
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ChooseLevelWindow->SmallPreviews.add(%preview);
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%rowText = CL_levelList.getRowText(%i);
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// Set the level index
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%preview.levelIndex = %i;
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// Get the name
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%name = getField(CL_levelList.getRowText(%i), 0);
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%preview.levelName = %name;
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%file = getField(CL_levelList.getRowText(%i), 1);
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// Find the preview image
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%levelPreview = getField(CL_levelList.getRowText(%i), 3);
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// Test against all of the different image formats
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// This should probably be moved into an engine function
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if (isFile(%levelPreview @ ".png") ||
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isFile(%levelPreview @ ".jpg") ||
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isFile(%levelPreview @ ".bmp") ||
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isFile(%levelPreview @ ".gif") ||
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isFile(%levelPreview @ ".jng") ||
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isFile(%levelPreview @ ".mng") ||
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isFile(%levelPreview @ ".tga"))
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{
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%preview.bitmap = %levelPreview;
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}
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// Get the description
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%desc = getField(CL_levelList.getRowText(%i), 2);
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%preview.levelDesc = %desc;
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}
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ChooseLevelWindow->SmallPreviews.firstVisible = -1;
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ChooseLevelWindow->SmallPreviews.lastVisible = -1;
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if (ChooseLevelWindow->SmallPreviews.getCount() > 0)
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{
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ChooseLevelWindow->SmallPreviews.firstVisible = 0;
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if (ChooseLevelWindow->SmallPreviews.getCount() < 6)
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ChooseLevelWindow->SmallPreviews.lastVisible = ChooseLevelWindow->SmallPreviews.getCount() - 1;
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else
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ChooseLevelWindow->SmallPreviews.lastVisible = 4;
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}
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if (ChooseLevelWindow->SmallPreviews.getCount() > 0)
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ChooseLevelWindow.previewSelected(ChooseLevelWindow->SmallPreviews.getObject(0));
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// If we have 5 or less previews then hide our next/previous buttons
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// and resize to fill their positions
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if (ChooseLevelWindow->SmallPreviews.getCount() < 6)
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{
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ChooseLevelWindow->PreviousSmallPreviews.setVisible(false);
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ChooseLevelWindow->NextSmallPreviews.setVisible(false);
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%previewPos = ChooseLevelWindow->SmallPreviews.getPosition();
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%previousPos = ChooseLevelWindow->PreviousSmallPreviews.getPosition();
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%previewPosX = getWord(%previousPos, 0);
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%previewPosY = getWord(%previewPos, 1);
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ChooseLevelWindow->SmallPreviews.setPosition(%previewPosX, %previewPosY);
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ChooseLevelWindow->SmallPreviews.colSpacing = 10;//((getWord(NextSmallPreviews.getPosition(), 0)+11)-getWord(PreviousSmallPreviews.getPosition(), 0))/4;
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ChooseLevelWindow->SmallPreviews.refresh();
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}
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/*if (ChooseLevelWindow->SmallPreviews.getCount() <= 1)
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{
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// Hide the small previews
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ChooseLevelWindow->SmallPreviews.setVisible(false);
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// Shrink the ChooseLevelWindow so that we don't have a large blank space
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%extentX = getWord(ChooseLevelWindow.getExtent(), 0);
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%extentY = getWord(ChooseLevelWindow->SmallPreviews.getPosition(), 1);
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ChooseLevelWIndow.setExtent(%extentX, %extentY);
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}
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else
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{
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// Make sure the small previews are visible
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ChooseLevelWindow->SmallPreviews.setVisible(true);
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%extentX = getWord(ChooseLevelWindow.getExtent(), 0);
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%extentY = getWord(ChooseLevelWindow->SmallPreviews.getPosition(), 1);
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%extentY = %extentY + getWord(ChooseLevelWindow->SmallPreviews.getExtent(), 1);
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%extentY = %extentY + 9;
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//ChooseLevelWIndow.setExtent(%extentX, %extentY);
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//}*/
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}
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function ChooseLevelDlg::addMissionFile( %this, %file )
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{
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%levelName = fileBase(%file);
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%levelDesc = "A Torque level";
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%LevelInfoObject = getLevelInfo(%file);
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if (%LevelInfoObject != 0)
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{
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if(%LevelInfoObject.levelName !$= "")
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%levelName = %LevelInfoObject.levelName;
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else if(%LevelInfoObject.name !$= "")
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%levelName = %LevelInfoObject.name;
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if (%LevelInfoObject.desc0 !$= "")
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%levelDesc = %LevelInfoObject.desc0;
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if (%LevelInfoObject.preview !$= "")
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%levelPreview = %LevelInfoObject.preview;
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%LevelInfoObject.delete();
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}
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CL_levelList.addRow( CL_levelList.rowCount(), %levelName TAB %file TAB %levelDesc TAB %levelPreview );
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}
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function ChooseLevelDlg::addLevelAsset( %this, %levelAsset )
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{
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%file = %levelAsset.LevelFile;
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/*%levelName = fileBase(%file);
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%levelDesc = "A Torque level";
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%LevelInfoObject = getLevelInfo(%file);
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if (%LevelInfoObject != 0)
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{
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if(%LevelInfoObject.levelName !$= "")
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%levelName = %LevelInfoObject.levelName;
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else if(%LevelInfoObject.name !$= "")
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%levelName = %LevelInfoObject.name;
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if (%LevelInfoObject.desc0 !$= "")
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%levelDesc = %LevelInfoObject.desc0;
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if (%LevelInfoObject.preview !$= "")
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%levelPreview = %LevelInfoObject.preview;
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%LevelInfoObject.delete();
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}*/
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%levelName = %levelAsset.friendlyName;
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%levelDesc = %levelAsset.description;
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%levelPreview = %levelAsset.levelPreviewImage;
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CL_levelList.addRow( CL_levelList.rowCount(), %levelName TAB %file TAB %levelDesc TAB %levelPreview );
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}
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function ChooseLevelDlg::onSleep( %this )
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{
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// This is set from the outside, only stays true for a single wake/sleep
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// cycle.
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%this.launchInEditor = false;
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}
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function ChooseLevelWindow::previewSelected(%this, %preview)
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{
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// Set the selected level
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if (isObject(%preview) && %preview.levelIndex !$= "")
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CL_levelList.setSelectedRow(%preview.levelIndex);
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else
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CL_levelList.setSelectedRow(-1);
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// Set the large preview image
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if (isObject(%preview) && %preview.bitmap !$= "")
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{
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%this->CurrentPreview.visible = true;
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%this->CurrentPreview.setBitmap(%preview.bitmap);
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}
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else
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{
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%this->CurrentPreview.visible = false;
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}
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// Set the current level name
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if (isObject(%preview) && %preview.levelName !$= "")
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{
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%this->LevelName.visible = true;
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%this->LevelName.setText(%preview.levelName);
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}
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else
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{
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%this->LevelName.visible = false;
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}
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// Set the current level description
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if (isObject(%preview) && %preview.levelDesc !$= "")
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{
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%this->LevelDescription.visible = true;
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%this->LevelDescriptionLabel.visible = true;
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%this->LevelDescription.setText(%preview.levelDesc);
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}
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else
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{
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%this->LevelDescription.visible = false;
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%this->LevelDescriptionLabel.visible = false;
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}
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}
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function ChooseLevelWindow::previousPreviews(%this)
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{
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%prevHiddenIdx = %this->SmallPreviews.firstVisible - 1;
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if (%prevHiddenIdx < 0)
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return;
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%lastVisibleIdx = %this->SmallPreviews.lastVisible;
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if (%lastVisibleIdx >= %this->SmallPreviews.getCount())
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return;
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%prevHiddenObj = %this->SmallPreviews.getObject(%prevHiddenIdx);
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%lastVisibleObj = %this->SmallPreviews.getObject(%lastVisibleIdx);
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if (isObject(%prevHiddenObj) && isObject(%lastVisibleObj))
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{
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%this->SmallPreviews.firstVisible--;
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%this->SmallPreviews.lastVisible--;
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%prevHiddenObj.setVisible(true);
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%lastVisibleObj.setVisible(false);
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}
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}
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function ChooseLevelWindow::nextPreviews(%this)
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{
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%firstVisibleIdx = %this->SmallPreviews.firstVisible;
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if (%firstVisibleIdx < 0)
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return;
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%firstHiddenIdx = %this->SmallPreviews.lastVisible + 1;
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if (%firstHiddenIdx >= %this->SmallPreviews.getCount())
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return;
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%firstVisibleObj = %this->SmallPreviews.getObject(%firstVisibleIdx);
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%firstHiddenObj = %this->SmallPreviews.getObject(%firstHiddenIdx);
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if (isObject(%firstVisibleObj) && isObject(%firstHiddenObj))
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{
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%this->SmallPreviews.firstVisible++;
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%this->SmallPreviews.lastVisible++;
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%firstVisibleObj.setVisible(false);
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%firstHiddenObj.setVisible(true);
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}
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}
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// Do this onMouseUp not via Command which occurs onMouseDown so we do
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// not have a lingering mouseUp event lingering in the ether.
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function ChooseLevelDlgGoBtn::onMouseUp( %this )
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{
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// So we can't fire the button when loading is in progress.
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if ( isObject( ServerGroup ) )
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return;
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// Launch the chosen level with the editor open?
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if ( ChooseLevelDlg.launchInEditor )
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{
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activatePackage( "BootEditor" );
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ChooseLevelDlg.launchInEditor = false;
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StartGame("", "SinglePlayer");
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}
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else
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{
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StartGame();
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}
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}
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