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- //-----------------------------------------------------------------------------
- // 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();
- }
- }
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