//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //---------------------------------------- function ChooseLevelMenu::onAdd( %this ) { if(!isObject(ChooseLevelAssetQuery)) new AssetQuery(ChooseLevelAssetQuery); $LevelPreviewButtonSize = "445 60"; } function ChooseLevelMenu::fillPrefEntries( %this ) { playerNameCTRL.setText($Pref::Player::Name); serverNameCTRL.setText($Pref::Server::Name); serverPassCTRL.setText($Pref::Server::Password); serverInfoCTRL.setText($Pref::Server::Info); serverMaxPlayersCTRL.setText($Pref::Server::MaxPlayers); } function ChooseLevelMenu::onWake(%this) { %this.fillPrefEntries(); refreshGameModesList(); refreshLevelsList(); if(!$pref::HostMultiPlayer) ChooseLevelTitleText.setText("SINGLE PLAYER"); else ChooseLevelTitleText.setText("CREATE SERVER"); ChooseLevelMenuTabList-->ConfigBtn.visible = $pref::HostMultiPlayer; ChooseLevelMenuTabList.visible = true;//$pref::HostMultiPlayer; ChooseLevelMenuNavButtonOverlay.visible = true;//$pref::HostMultiPlayer; //If we've only got one gamemode, just force it to use that one, as we can //assume that is THE game's gamemode %gamemodeList = getGameModesList(); if(%gamemodeList.count() == 1) { %gameModeObj = %gamemodeList.getKey(0); if(isObject(%gameModeObj)) { %gameModeObj.active = true; ChooseLevelMenuTabList-->LevelBtn.active = true; ChooseLevelMenuTabList-->GameModeBtn.active = false; ChooseLevelMenu.openMenu(1); return; } } else { //Otherwise open the gamemode list as normal %this.schedule(32, openMenu, 0); } } function refreshGameModesList() { GameModePreviewArray.clear(); $pref::Server::GameMode = ""; ChooseLevelMenuTabList-->LevelBtn.active = false; //popilate the gamemodes list first %gamemodeList = getGameModesList(); %gameModeCount = %gamemodeList.count(); for (%i=0; %i<%gameModeCount; %i++) { %gameModeObj = %gamemodeList.getKey(%i); if(isObject(%gameModeObj)) { %gameModeName = %gameModeObj.gameModeName; if(%gameModeName $= "") %gameModeName = %gameModeObj.getName(); %preview = new GuiContainer() { position = "0 0"; extent = $LevelPreviewButtonSize; horizSizing = "right"; vertSizing = "bottom"; gameModeObj = %gameModeObj; gameModeDesc = %gameModeObj.description; previewImage = %gameModeObj.previewImage; cansave = false; new GuiToggleButtonCtrl() { position = $LevelPreviewButtonSize.y SPC 0; extent = $LevelPreviewButtonSize.x - $LevelPreviewButtonSize.y - 5 SPC $LevelPreviewButtonSize.y; profile = GuiMenuButtonProfile; horizSizing = "right"; vertSizing = "bottom"; internalName = "button"; class = "GameModePreviewButton"; text = %gameModeName; command = "ToggleGameMode(" @ %i @ ");"; //allow doubleclick to quick action it textMargin = 120; }; new GuiBitmapCtrl() { position = "0 0"; extent = $LevelPreviewButtonSize.y SPC $LevelPreviewButtonSize.y; internalName = "checkbox"; bitmapAsset = "UI:toggleMarker_image"; }; }; GameModePreviewArray.add(%preview); } } } function refreshLevelsList() { LevelPreviewArray.clear(); //fetch the levelAssets ChooseLevelAssetQuery.clear(); AssetDatabase.findAssetType(ChooseLevelAssetQuery, "LevelAsset"); %count = ChooseLevelAssetQuery.getCount(); if(%count == 0 && !IsDirectory("tools")) { //We have no levels found. Prompt the user to open the editor to the default level if the tools are present MessageBoxOK("Error", "No levels were found in any modules. Please ensure you have modules loaded that contain gameplay code and level files.", "Canvas.popDialog(ChooseLevelMenu); if(isObject(ChooseLevelMenu.returnGui) && ChooseLevelMenu.returnGui.isMethod(\"onReturnTo\")) ChooseLevelMenu.returnGui.onReturnTo();"); ChooseLevelAssetQuery.clear(); return; } %gameModesList = getGameModesList(); //filter the levelAssets by the gamemode selected %filteredIndex = 0; for(%i=0; %i < %count; %i++) { %assetId = ChooseLevelAssetQuery.getAsset(%i); if(AssetDatabase.getAssetModule(%assetId).ModuleId $= "ToolsModule") continue; %levelAsset = AssetDatabase.acquireAsset(%assetId); %file = %levelAsset.getLevelPath(); if ( !isFile(%file) ) continue; if( %levelAsset.isSubScene ) continue; //filter for selected gamemode %levelGameModes = %levelAsset.gameModesNames; //If the level has no gamemodes defined, we just assume the default case of it being a wildcard to whatever gamemode //is available if(%levelGameModes $= "") { %foundGameModeMatch = true; } else { %foundGameModeMatch = false; for(%gm = 0; %gm < getTokenCount(%levelGameModes, ";"); %gm++) { %gameModeName = getToken(%levelGameModes, ";", %gm); for(%g=0; %g < %gameModesList.count(); %g++) { %gameModeObj = %gameModesList.getKey(%g); if(!isObject(%gameModeObj) || (!%gameModeObj.active && !%gameModeObj.alwaysActive && %gameModesList.count() > 1)) continue; if(%gameModeName $= %gameModeObj.getName()) { %foundGameModeMatch = true; break; } } if(%foundGameModeMatch) break; } } if(!%foundGameModeMatch) continue; %levelPreviewImg = %levelAsset.getPreviewImagePath(); if (!isFile(%levelPreviewImg)) %levelPreviewImg = "UI:no_preview_image"; %preview = new GuiIconButtonCtrl() { position = "0 0"; extent = $LevelPreviewButtonSize; buttonType = "PushButton"; profile = GuiMenuButtonLeftJustProfile; horizSizing = "right"; vertSizing = "bottom"; internalName = "button"; class = "LevelPreviewButton"; //command = "$selectedLevelAsset = " @ %assetId @ ";"; altCommand = "ChooseLevelBegin(" @ %filteredIndex @ ");"; //allow doubleclick to quick action it text = %levelAsset.levelName; bitmapAsset = %levelPreviewImg; levelAsset = %levelAsset; levelAssetId = %assetId; iconLocation = "left"; sizeIconToButton = true; makeIconSquare = true; textLocation = "left"; textMargin = 120; groupNum = 2; cansave = false; }; LevelPreviewArray.add(%preview); %filteredIndex++; } GameModePreviewArray.listPosition = 0; LevelPreviewArray.listPosition = 0; // Also add the new level mission as defined in the world editor settings // if we are choosing a level to launch in the editor. if ( ChooseLevelMenu.launchInEditor ) { ChooseLevelMenu.addMissionFile( "tools/levels/DefaultEditorLevel.mis" ); } } if(!isObject( ChooseLevelActionMap ) ) { new ActionMap(ChooseLevelActionMap){}; ChooseLevelActionMap.bind( keyboard, q, ChooseLevelMenuPrevMenu); ChooseLevelActionMap.bind( gamepad, btn_l, ChooseLevelMenuPrevMenu); ChooseLevelActionMap.bind( keyboard, e, ChooseLevelMenuNextMenu); ChooseLevelActionMap.bind( gamepad, btn_r, ChooseLevelMenuNextMenu); ChooseLevelActionMap.bind( keyboard, Space, ChooseLevelMenuOption ); ChooseLevelActionMap.bind( gamepad, btn_a, ChooseLevelMenuOption ); } function ChooseLevelMenu::syncGUI(%this) { //Update the button imagery to comply to the last input device we'd used %device = Canvas.getLastInputDevice(); if(%device $= "mouse") %device = "keyboard"; //Category handling %btn = ChooseLevelMenuTabList.getObject(%this.currentMenuIdx); %btn.setHighlighted(true); %buttonPosX = %btn.position.x + ChooseLevelMenuTabList.position.x; ChooseLevelMenuPrevNavIcon.position.x = %buttonPosX; ChooseLevelMenuNextNavIcon.position.x = %buttonPosX + %btn.extent.x - 40; ChooseLevelBackBtn.setBitmap(BaseUIActionMap.getCommandButtonBitmap(%device, "BaseUIBackOut")); if(ChooseLevelMenu.currentMenuIdx == 0) ChooseLevelNextBtn.text = "Toggle Mode"; else ChooseLevelNextBtn.text = "Start Game"; ChooseLevelNextBtn.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuOption")); ChooseLevelMenuPrevNavIcon.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuPrevMenu")); ChooseLevelMenuNextNavIcon.setBitmap(ChooseLevelActionMap.getCommandButtonBitmap(%device, "ChooseLevelMenuNextMenu")); %hasActiveGameMode = false; for(%i=0; %i < GameModePreviewArray.getCount(); %i++) { %btn = GameModePreviewArray.getObject(%i); if(!isObject(%btn.gameModeObj)) continue; if((%btn.gameModeObj.isActive() || %btn.gameModeObj.isAlwaysActive()) == true) { %hasActiveGameMode = true; break; } } ChooseLevelMenuTabList-->LevelBtn.active = %hasActiveGameMode; } function LevelPreviewArray::syncGUI(%this) { %btn = %this.getObject(%this.listPosition); %btn.setHighlighted(true); $selectedLevelAsset = %btn.levelAssetId; } function GameModePreviewArray::syncGUI(%this) { for(%i=0; %i < %this.getCount(); %i++) { %btn = %this.getObject(%i); %btn-->button.setHighlighted(false); %bitmapAst = (%btn.gameModeObj.active || %btn.gameModeObj.alwaysActive) ? "UI:toggleMarker_h_image" : "UI:toggleMarker_image"; %btn-->checkbox.setBitmap(%bitmapAst); } %btn = %this.getObject(%this.listPosition); %btn-->button.setHighlighted(true); } function ChooseLevelMenuPrevMenu(%val) { if(%val) { %currentIdx = ChooseLevelMenu.currentMenuIdx; ChooseLevelMenu.currentMenuIdx -= 1; %endIndex = 1; if($pref::HostMultiPlayer) %endIndex = 2; ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, %endIndex); //bail if we're trying to step into a hidden or disabled menu if(!ChooseLevelMenu.isMenuAvailable(ChooseLevelMenu.currentMenuIdx)) { ChooseLevelMenu.currentMenuIdx = %currentIdx; return; } if(%currentIdx == ChooseLevelMenu.currentMenuIdx) return; ChooseLevelMenu.openMenu(ChooseLevelMenu.currentMenuIdx); } } function ChooseLevelMenuNextMenu(%val) { if(%val) { %currentIdx = ChooseLevelMenu.currentMenuIdx; ChooseLevelMenu.currentMenuIdx += 1; %endIndex = 1; if($pref::HostMultiPlayer) %endIndex = 2; ChooseLevelMenu.currentMenuIdx = mClamp(ChooseLevelMenu.currentMenuIdx, 0, %endIndex); //bail if we're trying to step into a hidden or disabled menu if(!ChooseLevelMenu.isMenuAvailable(ChooseLevelMenu.currentMenuIdx)) { ChooseLevelMenu.currentMenuIdx = %currentIdx; return; } if(%currentIdx == ChooseLevelMenu.currentMenuIdx) return; ChooseLevelMenu.openMenu(ChooseLevelMenu.currentMenuIdx); } } function ChooseLevelMenu::openMenu(%this, %menuIdx) { GameModeSelectContainer.setVisible(%menuIdx == 0); LevelSelectContainer.setVisible(%menuIdx == 1); ServerConfigContainer.setVisible(%menuIdx == 2); if(%menuIdx == 0) $MenuList = GameModePreviewArray; else if(%menuIdx == 1) $MenuList = LevelPreviewArray; else if(%menuIdx == 2) $MenuList = ServerConfigList; %this.currentMenuIdx = %menuIdx; if($MenuList.isMethod("syncGui")) $MenuList.syncGui(); %this.syncGui(); } function ChooseLevelMenu::isMenuAvailable(%this, %menuIdx) { if(%menuIdx == 0) %btn = %this-->GameModeBtn; else if(%menuIdx == 1) %btn = %this-->LevelBtn; else if(%menuIdx == 2) %btn = %this-->ConfigBtn; return %btn.isActive() && %btn.isVisible(); } function ChooseLevelMenuOption(%val) { if(%val) { if(ChooseLevelMenu.currentMenuIdx == 0) ToggleGameMode(ChooseLevelMenu.listPosition); else if(ChooseLevelMenu.currentMenuIdx == 1) ChooseLevelBegin(ChooseLevelMenu.listPosition); } } function ToggleGameMode(%index) { if(%index $= "") %index = $MenuList.listPosition; %entry = GameModePreviewArray.getObject(%index); if(!isObject(%entry) || !isObject(%entry.gameModeObj)) { MessageBoxOK("Error", "Selected game mode does not have a valid mode"); return; } %entry.gameModeObj.active = !%entry.gameModeObj.active; refreshLevelsList(); $MenuList.syncGui(); ChooseLevelMenu.syncGui(); } function ChooseLevelBegin(%index) { // So we can't fire the button when loading is in progress. if ( isObject( ServerGroup ) ) return; Canvas.popDialog(); %entry = LevelPreviewArray.getObject(%index); if(!AssetDatabase.isDeclaredAsset(%entry.levelAssetId)) { MessageBoxOK("Error", "Selected level preview does not have a valid level asset!"); return; } $selectedLevelAsset = %entry.levelAssetId; // Launch the chosen level with the editor open? if ( ChooseLevelMenu.launchInEditor ) { activatePackage( "BootEditor" ); ChooseLevelMenu.launchInEditor = false; StartGame(%entry.levelAssetId, "SinglePlayer"); } else { StartGame(%entry.levelAssetId); } } function ChooseLevelMenu::onSleep( %this ) { // This is set from the outside, only stays true for a single wake/sleep // cycle. %this.launchInEditor = false; //Ensure any changes we made to our server configs is saved out if($pref::HostMultiPlayer) { echo("Exporting server prefs"); %prefPath = getPrefpath(); export("$Pref::Server::*", %prefPath @ "/serverPrefs." @ $TorqueScriptFileExtension, false); BanList::Export(%prefPath @ "/banlist." @ $TorqueScriptFileExtension); } } function GameModePreviewButton::onHighlighted(%this, %highlighted) { if(%highlighted) { $MenuList.listPosition = $MenuList.getObjectIndex(%this.getParent()); GameModePreviewBitmap.bitmapAsset = %this.previewImage; GameModePreviewBitmap.visible = (%this.previewImage !$= ""); GameModeNameText.text = %this.text; GameModeDescriptionText.setText(%this.gameModeDesc); GameModePreviewScroll.scrollToObject(%this); } } function LevelPreviewButton::onHighlighted(%this, %highlighted) { if(%highlighted) { $MenuList.listPosition = $MenuList.getObjectIndex(%this); LevelPreviewBitmap.bitmapAsset = %this.bitmapAsset; LevelNameText.text = %this.levelAsset.levelName; LevelDescriptionText.setText(%this.levelAsset.levelDescription); LevelPreviewScroll.scrollToObject(%this); } }