added everything
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150
example/creator/editor/editor.cs
Executable file
150
example/creator/editor/editor.cs
Executable file
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Hard coded images referenced from C++ code
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//------------------------------------------------------------------------------
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// editor/SelectHandle.png
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// editor/DefaultHandle.png
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// editor/LockedHandle.png
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//------------------------------------------------------------------------------
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// Functions
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Mission Editor
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//------------------------------------------------------------------------------
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function Editor::create()
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{
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// Not much to do here, build it and they will come...
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// Only one thing... the editor is a gui control which
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// expect the Canvas to exist, so it must be constructed
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// before the editor.
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new EditManager(Editor)
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{
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profile = "GuiContentProfile";
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horizSizing = "right";
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vertSizing = "top";
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position = "0 0";
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extent = "640 480";
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minExtent = "8 8";
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visible = "1";
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setFirstResponder = "0";
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modal = "1";
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helpTag = "0";
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open = false;
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};
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}
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function Editor::onAdd(%this)
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{
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// Basic stuff
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exec("./cursors.cs");
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// Tools
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exec("./editor.bind.cs");
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exec("./ObjectBuilderGui.gui");
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// New World Editor
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exec("./EditorGui.gui");
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exec("./EditorGui.cs");
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// World Editor
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exec("./WorldEditorSettingsDlg.gui");
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// Terrain Editor
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exec("./TerrainEditorVSettingsGui.gui");
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// Ignore Replicated fxStatic Instances.
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EWorldEditor.ignoreObjClass("fxShapeReplicatedStatic");
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// do gui initialization...
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EditorGui.init();
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//
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exec("./editorRender.cs");
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}
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function Editor::checkActiveLoadDone()
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{
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if(isObject(EditorGui) && EditorGui.loadingMission)
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{
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Canvas.setContent(EditorGui);
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EditorGui.loadingMission = false;
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------------
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function toggleEditor(%make)
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{
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if (%make)
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{
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if (!$missionRunning)
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{
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// just in case ...
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disconnect();
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Editor.close();
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// Allow users to override if they want.
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%newMission = "~/data/newMission.mis";
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if($Editor::newMissionOverride !$= "")
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%newMission = $Editor::newMissionOverride;
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createServer( "SinglePlayer", expandFilename(%newMission));
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%conn = new GameConnection(ServerConnection);
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RootGroup.add(ServerConnection);
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%conn.setConnectArgs($pref::Player::Name);
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%conn.setJoinPassword($Client::Password);
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%conn.connectLocal();
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Editor::create();
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MissionCleanup.add(Editor);
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EditorGui.loadingMission = true;
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EditorGui.saveAs = true;
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Editor.open();
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$dropcameracount = 0;
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schedule(100,0,dropFreakinCameraAtPlayer);
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}
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else
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{
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if (!isObject(Editor))
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{
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Editor::create();
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MissionCleanup.add(Editor);
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}
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if (Canvas.getContent() == EditorGui.getId())
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if (MissionInfo.type $= "DemoScene")
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{
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commandToServer('dropPlayerAtCamera');
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Editor.close("SceneGui");
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}
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else
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{
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Editor.close("PlayGui");
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}
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else
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{
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if (MissionInfo.type $= "DemoScene")
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commandToServer('dropCameraAtPlayer');
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Editor.open();
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}
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}
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}
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}
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//------------------------------------------------------------------------------
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// The editor action maps are defined in editor.bind.cs
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GlobalActionMap.bind(keyboard, "f11", toggleEditor);
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