//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // StartupGui is the splash screen that initially shows when the game is loaded //----------------------------------------------------------------------------- function loadStartup() { // The index of the current splash screen $StartupIdx = 0; // A list of the splash screens and logos // to cycle through. Note that they have to // be in consecutive numerical order StartupGui.bitmap[0] = "UI:backgrounddark_image"; StartupGui.logo[0] = "UI:Torque_3D_logo_alt_image"; StartupGui.logoPos[0] = "220 120"; StartupGui.logoExtent[0] = "360 360"; // Call the next() function to set our firt // splash screen StartupGui.next(); StartupGui.setFirstResponder(); // Play our startup sound //SFXPlayOnce(AudioGui, "data/ui/sounds/startup");//SFXPlay(startsnd); } function StartupGui::onWake(%this) { $enableDirectInput = "1"; activateDirectInput(); } function StartupGui::click(%this) { %this.done = true; %this.onDone(); } function StartupGui::next(%this) { // Set us to a blank screen while we load the next one Canvas.setContent(BlankGui); // Set our bitmap and reset the done variable %this.setBitmap(%this.bitmap[$StartupIdx]); %this.done = false; // If we have a logo then set it if (isObject(%this->StartupLogo)) { if (%this.logo[$StartupIdx] !$= "") { %this->StartupLogo.setBitmap(%this.logo[$StartupIdx]); if (%this.logoPos[$StartupIdx] !$= "") { %logoPosX = getWord(%this.logoPos[$StartupIdx], 0); %logoPosY = getWord(%this.logoPos[$StartupIdx], 1); %this->StartupLogo.setPosition(%logoPosX, %logoPosY); } if (%this.logoExtent[$StartupIdx] !$= "") %this->StartupLogo.setExtent(%this.logoExtent[$StartupIdx]); %this->StartupLogo.setVisible(true); } else %this->StartupLogo.setVisible(false); } // If we have a secondary logo then set it if (isObject(%this->StartupLogoSecondary)) { if (%this.seclogo[$StartupIdx] !$= "") { %this->StartupLogoSecondary.setBitmap(%this.seclogo[$StartupIdx]); if (%this.seclogoPos[$StartupIdx] !$= "") { %logoPosX = getWord(%this.seclogoPos[$StartupIdx], 0); %logoPosY = getWord(%this.seclogoPos[$StartupIdx], 1); %this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY); } if (%this.seclogoExtent[$StartupIdx] !$= "") %this->StartupLogoSecondary.setExtent(%this.seclogoExtent[$StartupIdx]); %this->StartupLogoSecondary.setVisible(true); } else %this->StartupLogoSecondary.setVisible(false); } // Increment our screen index for the next screen $StartupIdx++; // Set the Canvas to our newly updated GuiFadeinBitmapCtrl Canvas.setContent(%this); } function StartupGui::onDone(%this) { // If we have been tagged as done decide if we need // to end or cycle to the next one if (%this.done) { // See if we have a valid bitmap for the next screen if (%this.bitmap[$StartupIdx] $= "") { // Clear our data and load the main menu %this.done = true; // NOTE: Don't ever ever delete yourself during a callback from C++. // // Deleting the whole gui itself seems a bit excessive, what if we want // to return to the startup gui at a later time? Any bitmaps set on // the controls should be unloaded automatically if the control is not // awake, if this is not the case then that's what needs to be fixed. //%this.delete(); //BlankGui.delete(); //flushTextureCache(); %mainMenuGUI = ProjectSettings.value("UI/mainMenuName"); if (isObject( %mainMenuGUI )) Canvas.setContent( %mainMenuGUI ); } else { // We do have a bitmap so cycle to it %this.next(); } } if ($startGUIEditor) fastLoadGUIEdit(1); if ($startWorldEditor) fastLoadWorldEdit(1); }