// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine // BEGIN LICENSE MANAGEMENT #include "AtomicEditor.h" #include #include #include #include #include #include "../Resources/AEResourceOps.h" #include "../AEPreferences.h" #include "../AEEditor.h" #include "../AEEvents.h" #include "../Project/AEProject.h" #include "../Project/ProjectUtils.h" #include "UIActivationSuccess.h" #include "AELicenseSystem.h" namespace AtomicEditor { // UIBuildSettings------------------------------------------------ UIActivationSuccess::UIActivationSuccess(Context* context): UIModalOpWindow(context) { UI* tbui = GetSubsystem(); window_->SetText("Product Activation Successful"); tbui->LoadResourceFile(window_->GetContentRoot(), "AtomicEditor/editor/ui/activationsuccess.tb.txt"); window_->ResizeToFitContent(); Center(); } UIActivationSuccess::~UIActivationSuccess() { } bool UIActivationSuccess::OnEvent(const TBWidgetEvent &ev) { UIModalOps* ops = GetSubsystem(); if (ev.type == EVENT_TYPE_CLICK) { if (ev.target->GetID() == TBIDC("ok")) { /* LicenseSystem* licenseSystem = GetSubsystem(); if (licenseSystem->IsStarterLicense()) { SharedPtr keepAlive(this); UIModalOps* ops = GetSubsystem(); ops->Hide(); ops->ShowPlatformsInfo(); return true; } */ ops->Hide(); return true; } } return false; } } // END LICENSE MANAGEMENT