//----------------------------------------------------------------------------- // Copyright (c) 2013 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. //----------------------------------------------------------------------------- // Set the random seed setRandomSeed(); // Set log mode. setLogMode(2); // Set profiler. //profilerEnable( true ); // Controls whether the execution or script files or compiled DSOs are echoed to the console or not. // Being able to turn this off means far less spam in the console during typical development. setScriptExecEcho( false ); // Controls whether all script execution is traced (echoed) to the console or not. trace( false ); // Sets whether to ignore compiled TorqueScript files (DSOs) or not. $Scripts::ignoreDSOs = true; // The name of the company. Used to form the path to save preferences. Defaults to GarageGames // if not specified. // The name of the game. Used to form the path to save preferences. Defaults to C++ engine define TORQUE_GAME_NAME // if not specified. // Appending version string to avoid conflicts with existing versions and other versions. setCompanyAndProduct("Torque Game Engines", "Torque2D" ); // Set module database information echo. ModuleDatabase.EchoInfo = false; // Set asset database information echo. AssetDatabase.EchoInfo = false; // Set the asset manager to ignore any auto-unload assets. // This cases assets to stay in memory unless assets are purged. AssetDatabase.IgnoreAutoUnload = true; // If you want your game to start directly instead of first starting the Project Manager, you can load it here. This is an example using the toybox. //ModuleDatabase.scanModules( "./toybox" ); //ModuleDatabase.LoadExplicit( "AppCore" ); // Starts the editor. exec("./editor/main.cs"); //----------------------------------------------------------------------------- function onExit() { // Unload the AppCore or EditorCore modules. if(isObject(EditorManager)) { EditorManager.unloadGroup( "EditorGroup" ); } if(isObject(AppCore)) { ModuleDatabase.unloadExplicit( "AppCore" ); } } function androidBackButton(%val) { if (%val) { //Add code here for other options the back button can do like going back a screen. the quit should happen at your main menu. quit(); } }