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3D Game Programming All in One
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3D Game Programming All in One Disc.iso
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editor
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editor.cs
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2006-09-24
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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("PlayerInterface"); ///***KCF***-24-SEP-2006
}
else
{
if (MissionInfo.type $= "DemoScene")
commandToServer('dropCameraAtPlayer');
Editor.open();
}
}
}
}
//------------------------------------------------------------------------------
// The editor action maps are defined in editor.bind.cs
GlobalActionMap.bind(keyboard, "f11", toggleEditor);