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- // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
- // Please see LICENSE.md in repository root for license information
- // https://github.com/AtomicGameEngine/AtomicEditor
- // BEGIN LICENSE MANAGEMENT
- #include "AtomicEditor.h"
- #include <TurboBadger/tb_window.h>
- #include <TurboBadger/tb_select.h>
- #include <TurboBadger/tb_editfield.h>
- #include <Atomic/Core/Context.h>
- #include <Atomic/UI/TBUI.h>
- #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)
- {
- TBUI* tbui = GetSubsystem<TBUI>();
- 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<UIModalOps>();
- if (ev.type == EVENT_TYPE_CLICK)
- {
- if (ev.target->GetID() == TBIDC("ok"))
- {
- ops->Hide();
- return true;
- }
- }
- return false;
- }
- }
- // END LICENSE MANAGEMENT
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