GameMenu.tscript 5.5 KB

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  1. function GameMenu::onAdd(%this)
  2. {
  3. %this.gameMenusArray = new ArrayObject(){};
  4. %this.currentMenuIdx = 0;
  5. }
  6. function GameMenu::onWake(%this)
  7. {
  8. if($Server::ServerType $= "SinglePlayer")
  9. {
  10. $timescale = 0;
  11. sfxSetChannelVolume( $SimAudioType, $pref::SFX::channelVolume[ 0 ] );
  12. }
  13. callOnModules("registerGameMenus", "", %this.gameMenusArray);
  14. //Remove duplicates as needed
  15. %this.gameMenusArray.uniqueKey();
  16. GameMenuButtonList.clear();
  17. %stackWidth = 0;
  18. //process the entries and give 'em buttons on the button array
  19. for(%i=0; %i < %this.gameMenusArray.count(); %i++)
  20. {
  21. %buttonText = %this.gameMenusArray.getKey(%i);
  22. %textWidth = GuiMenuButtonProfile.getStringWidth(%buttonText);
  23. %btn = new GuiButtonCtrl() {
  24. extent = %textWidth + 80 SPC 40;
  25. profile = GuiMenuButtonProfile;
  26. text = %buttonText;
  27. class = "GameMenuButton";
  28. command = "GameMenu.openGameMenu(\"" @ %buttonText @ "\");";
  29. canSave = false;
  30. };
  31. %stackWidth += %textWidth + 40;
  32. GameMenuButtonList.add(%btn);
  33. }
  34. GameMenuButtonList.resize(GameMenuTitlePanel.extent.x/2 - %stackWidth/2, 0, %stackWidth, GameMenuTitlePanel.extent.y);
  35. %this.openGameMenu("System");
  36. //give a slight delay for the canvas to be fully refreshed before we sync things
  37. %this.schedule(500, "syncGUI");
  38. }
  39. function GameMenu::onSleep(%this)
  40. {
  41. if($Server::ServerType $= "SinglePlayer")
  42. {
  43. $timescale = 1;
  44. sfxSetChannelVolume( $SimAudioType, $pref::SFX::channelVolume[ $SimAudioType ] );
  45. }
  46. if(isObject(%this.currentMenu))
  47. {
  48. Canvas.popDialog(%this.currentMenu);
  49. }
  50. }
  51. //This is just for general usage/fallback for ensuring we can get to the game menu
  52. if(!isObject( GameMenuToggleActionMap ) )
  53. {
  54. new ActionMap(GameMenuToggleActionMap){};
  55. GameMenuToggleActionMap.bindCmd( keyboard, Escape, "toggleGameMenu();", "" );
  56. GameMenuToggleActionMap.bindCmd( gamepad, btn_start, "toggleGameMenu();", "" );
  57. }
  58. if(!isObject( GameMenuActionMap ) )
  59. {
  60. new ActionMap(GameMenuActionMap){};
  61. //We'll just use the existing BaseUI nav functions because it'd be the same logic anyways
  62. GameMenuActionMap.bind( keyboard, w, BaseUINavigatePrev );
  63. GameMenuActionMap.bind( keyboard, s, BaseUINavigateNext );
  64. GameMenuActionMap.bind( gamepad, yaxis, "D", "-0.23 0.23", BaseUIStickNavigate );
  65. GameMenuActionMap.bind( gamepad, upov, BaseUINavigatePrev );
  66. GameMenuActionMap.bind( gamepad, dpov, BaseUINavigateNext );
  67. GameMenuActionMap.bind( keyboard, Space, BaseUIActivateSelected );
  68. GameMenuActionMap.bind( gamepad, btn_a, BaseUIActivateSelected );
  69. GameMenuActionMap.bindCmd( keyboard, Escape, "toggleGameMenu();", "" );
  70. GameMenuActionMap.bindCmd( gamepad, btn_b, "Canvas.popDialog(GameMenu);", "" );
  71. GameMenuActionMap.bindCmd( gamepad, btn_start, "toggleGameMenu();", "" );
  72. GameMenuActionMap.bind( keyboard, q, GameMenuPrevMenu );
  73. GameMenuActionMap.bind( gamepad, btn_l, GameMenuPrevMenu );
  74. GameMenuActionMap.bind( keyboard, e, GameMenuNextMenu );
  75. GameMenuActionMap.bind( gamepad, btn_r, GameMenuNextMenu );
  76. }
  77. function toggleGameMenu()
  78. {
  79. if(GameMenu.isAwake() && GameMenu.isVisible())
  80. {
  81. Canvas.popDialog(GameMenu);
  82. }
  83. else
  84. {
  85. Canvas.pushDialog(GameMenu);
  86. }
  87. }
  88. function GameMenu::openGameMenu(%this, %menuName)
  89. {
  90. %menuIdx = %this.gameMenusArray.getIndexFromKey(%menuName);
  91. if(%menuIdx != -1)
  92. {
  93. %newMenu = %this.gameMenusArray.getValue(%menuIdx);
  94. if(isObject(%this.currentMenu))
  95. Canvas.popDialog(%this.currentMenu);
  96. Canvas.pushDialog(%newMenu);
  97. %this.currentMenu = %newMenu;
  98. %this.currentMenuIdx = %menuIdx;
  99. }
  100. %this.syncGui();
  101. }
  102. function GameMenuPrevMenu(%val)
  103. {
  104. if(%val)
  105. {
  106. %currentIdx = GameMenu.currentMenuIdx;
  107. GameMenu.currentMenuIdx -= 1;
  108. if(GameMenu.currentMenuIdx < 0)
  109. GameMenu.currentMenuIdx = 0;
  110. if(%currentIdx == GameMenu.currentMenuIdx)
  111. return;
  112. %menuName = GameMenu.gameMenusArray.getKey(GameMenu.currentMenuIdx);
  113. GameMenu.openGameMenu(%menuName);
  114. }
  115. }
  116. function GameMenuNextMenu(%val)
  117. {
  118. if(%val)
  119. {
  120. %currentIdx = GameMenu.currentMenuIdx;
  121. GameMenu.currentMenuIdx += 1;
  122. if(GameMenu.currentMenuIdx >= GameMenu.gameMenusArray.count())
  123. GameMenu.currentMenuIdx = GameMenu.gameMenusArray.count()-1;
  124. if(%currentIdx == GameMenu.currentMenuIdx)
  125. return;
  126. %menuName = GameMenu.gameMenusArray.getKey(GameMenu.currentMenuIdx);
  127. GameMenu.openGameMenu(%menuName);
  128. }
  129. }
  130. function GameMenu::syncGui(%this)
  131. {
  132. GameMenuButtonList.callOnChildren("setHighlighted", false);
  133. %btn = GameMenuButtonList.getObject(%this.currentMenuIdx);
  134. %btn.setHighlighted(true);
  135. %buttonPosX = %btn.position.x + GameMenuButtonList.position.x;
  136. GameMenuPrevNavIcon.position.x = %buttonPosX;
  137. GameMenuNextNavIcon.position.x = %buttonPosX + %btn.extent.x - 40;
  138. //Update the button imagery to comply to the last input device we'd used
  139. %device = Canvas.getLastInputDevice();
  140. if(%device $= "mouse")
  141. %device = "keyboard";
  142. GameMenuBackBtn.setBitmap(BaseUIActionMap.getCommandButtonBitmap(%device, "BaseUIBackOut"));
  143. GameMenuPrevNavIcon.setBitmap(GameMenuActionMap.getCommandButtonBitmap(%device, "GameMenuPrevMenu"));
  144. GameMenuNextNavIcon.setBitmap(GameMenuActionMap.getCommandButtonBitmap(%device, "GameMenuNextMenu"));
  145. %this.schedule(500, "syncGUI");
  146. }
  147. /*
  148. */