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