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//-----------------------------------------------------------------------------

// Copyright (c) 2012 GarageGames, LLC


//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

//------------------------------------------------------------------------------
// Check if a script file exists, compiled or not.
function isScriptFile(%path)
{
if( isFile(%path @ ".dso") || isFile(%path) )
return true;
return false;
}
function loadMaterials()
{
// Load any materials files for which we only have DSOs.
for( %file = findFirstFile( "*/materials.cs.dso" );
%file !$= "";
%file = findNextFile( "*/materials.cs.dso" ))
{
// Only execute, if we don't have the source file.
%csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
if( !isFile( %csFileName ) )
exec( %csFileName );
}
// Load all source material files.
for( %file = findFirstFile( "*/materials.cs" );
%file !$= "";
%file = findNextFile( "*/materials.cs" ))
{
exec( %file );
}
// Load all materials created by the material editor if
// the folder exists
if( IsDirectory( "materialEditor" ) )
{
for( %file = findFirstFile( "materialEditor/*.cs.dso" );
%file !$= "";
%file = findNextFile( "materialEditor/*.cs.dso" ))
{
// Only execute, if we don't have the source file.
%csFileName = getSubStr( %file, 0, strlen( %file ) - 4 );
if( !isFile( %csFileName ) )
exec( %csFileName );
}
for( %file = findFirstFile( "materialEditor/*.cs" );
%file !$= "";
%file = findNextFile( "materialEditor/*.cs" ))
{
exec( %file );
}
}
}
function reloadMaterials()
{
reloadTextures();
loadMaterials();
reInitMaterials();
}
function loadDatablockFiles( %datablockFiles, %recurse )
{
if ( %recurse )
{
recursiveLoadDatablockFiles( %datablockFiles, 9999 );
return;
}
%count = %datablockFiles.count();
for ( %i=0; %i < %count; %i++ )
{
%file = %datablockFiles.getKey( %i );
if ( !isFile(%file @ ".dso") && !isFile(%file) )
continue;
exec( %file );
}

// Destroy the incoming list.


//%datablockFiles.delete();
}
function recursiveLoadDatablockFiles( %datablockFiles, %previousErrors )
{
%reloadDatablockFiles = new ArrayObject();
// Keep track of the number of datablocks that
// failed during this pass.
%failedDatablocks = 0;
// Try re-executing the list of datablock files.
%count = %datablockFiles.count();
for ( %i=0; %i < %count; %i++ )
{
%file = %datablockFiles.getKey( %i );
if ( !isFile(%file @ ".dso") && !isFile(%file) )
continue;
// Start counting copy constructor creation errors.
$Con::objectCopyFailures = 0;
exec( %file );
// If errors occured then store this file for re-exec later.
if ( $Con::objectCopyFailures > 0 )
{
%reloadDatablockFiles.add( %file );
%failedDatablocks = %failedDatablocks + $Con::objectCopyFailures;
}
}
// Clear the object copy failure counter so that
// we get console error messages again.
$Con::objectCopyFailures = -1;
// Delete the old incoming list... we're done with it.
//%datablockFiles.delete();
// If we still have datablocks to retry.
%newCount = %reloadDatablockFiles.count();
if ( %newCount > 0 )
{
// If the datablock failures have not been reduced
// from the last pass then we must have a real syntax
// error and not just a bad dependancy.
if ( %previousErrors > %failedDatablocks )
recursiveLoadDatablockFiles( %reloadDatablockFiles, %failedDatablocks )
;
else
{
// Since we must have real syntax errors do one
// last normal exec to output error messages.
loadDatablockFiles( %reloadDatablockFiles, false );
}
return;
}

// Cleanup the empty reload list.


%reloadDatablockFiles.delete();
}
function getUserPath()
{
%temp = getUserHomeDirectory();
echo(%temp);
if(!isDirectory(%temp))
{
%temp = getUserDataDirectory();
echo(%temp);
if(!isDirectory(%temp))
{
%userPath = "data";
}
else
{
//put it in appdata/roaming
%userPath = %temp @ "/" @ $appName;
}
}
else
{
//put it in user/documents
%userPath = %temp @ "/" @ $appName;
}
return %userPath;
}
function getPrefpath()
{
$prefPath = getUserPath() @ "/preferences";
return $prefPath;
}
function updateTSShapeLoadProgress(%progress, %msg)
{
// Check if the loading GUI is visible and use that instead of the
// separate import progress GUI if possible
if ( isObject(LoadingGui) && LoadingGui.isAwake() )
{
// Save/Restore load progress at the start/end of the import process
if ( %progress == 0 )
{
ColladaImportProgress.savedProgress = LoadingProgress.getValue();
ColladaImportProgress.savedText = LoadingProgressTxt.getValue();
ColladaImportProgress.msgPrefix = "Importing " @ %msg;
%msg = "Reading file into memory...";
}
else if ( %progress == 1.0 )
{
LoadingProgress.setValue( ColladaImportProgress.savedProgress );
LoadingProgressTxt.setValue( ColladaImportProgress.savedText );
}
%msg = ColladaImportProgress.msgPrefix @ ": " @ %msg;
%progressCtrl = LoadingProgress;
%textCtrl = LoadingProgressTxt;
}
else
{
//it's probably the editors using it
if(isFunction("updateToolTSShapeLoadProgress"))
{
updateToolTSShapeLoadProgress(%progress, %msg);
}
}
// Update progress indicators
if (%progress == 0)
{
%progressCtrl.setValue(0.001);
%textCtrl.setText(%msg);
}
else if (%progress != 1.0)
{
%progressCtrl.setValue(%progress);
%textCtrl.setText(%msg);
}
Canvas.repaint(33);
}
/// A helper function which will return the ghosted client object
/// from a server object when connected to a local server.
function serverToClientObject( %serverObject )
{
assert( isObject( LocalClientConnection ), "serverToClientObject() - No local
client connection found!" );
assert( isObject( ServerConnection ), "serverToClientObject() - No server con
nection found!" );
%ghostId = LocalClientConnection.getGhostId( %serverObject );
if ( %ghostId == -1 )
return 0;
return ServerConnection.resolveGhostID( %ghostId );
}
//----------------------------------------------------------------------------
// Debug commands
//----------------------------------------------------------------------------
function netSimulateLag( %msDelay, %packetLossPercent )
{
if ( %packetLossPercent $= "" )
%packetLossPercent = 0;
commandToServer( 'NetSimulateLag', %msDelay, %packetLossPercent );
}
//Various client functions
function validateDatablockName(%name)
{
// remove whitespaces at beginning and end
%name = trim( %name );
// remove numbers at the beginning
%numbers = "0123456789";
while( strlen(%name) > 0 )
{
// the first character
%firstChar = getSubStr( %name, 0, 1 );
// if the character is a number remove it
if( strpos( %numbers, %firstChar ) != -1 )
{
%name = getSubStr( %name, 1, strlen(%name) -1 );
%name = ltrim( %name );
}
else
break;
}
// replace whitespaces with underscores
%name = strreplace( %name, " ", "_" );
// remove any other invalid characters
%invalidCharacters = "-+*/%$&=()[].?\"#,;!~<>|^{}";
%name = stripChars( %name, %invalidCharacters );
if( %name $= "" )
%name = "Unnamed";
return %name;
}
//--------------------------------------------------------------------------
// Finds location of %word in %text, starting at %start. Works just like strPos
//--------------------------------------------------------------------------
function wordPos(%text, %word, %start)
{
if (%start $= "") %start = 0;

if (strpos(%text, %word, 0) == -1) return -1;


%count = getWordCount(%text);
if (%start >= %count) return -1;
for (%i = %start; %i < %count; %i++)
{
if (getWord( %text, %i) $= %word) return %i;
}
return -1;
}
//--------------------------------------------------------------------------
// Finds location of %field in %text, starting at %start. Works just like strPo
s
//--------------------------------------------------------------------------
function fieldPos(%text, %field, %start)
{
if (%start $= "") %start = 0;
if (strpos(%text, %field, 0) == -1) return -1;
%count = getFieldCount(%text);
if (%start >= %count) return -1;
for (%i = %start; %i < %count; %i++)
{
if (getField( %text, %i) $= %field) return %i;
}
return -1;
}
//--------------------------------------------------------------------------
// returns the text in a file with "\n" at the end of each line
//--------------------------------------------------------------------------
function loadFileText( %file)
{
%fo = new FileObject();
%fo.openForRead(%file);
%text = "";
while(!%fo.isEOF())
{
%text = %text @ %fo.readLine();
if (!%fo.isEOF()) %text = %text @ "\n";
}
%fo.delete();
return %text;
}
function setValueSafe(%dest, %val)
{
%cmd = %dest.command;
%alt = %dest.altCommand;
%dest.command = "";
%dest.altCommand = "";
%dest.setValue(%val);
%dest.command = %cmd;
%dest.altCommand = %alt;
}
function shareValueSafe(%source, %dest)
{
setValueSafe(%dest, %source.getValue());
}
function shareValueSafeDelay(%source, %dest, %delayMs)
{
schedule(%delayMs, 0, shareValueSafe, %source, %dest);
}

//------------------------------------------------------------------------------
// An Aggregate Control is a plain GuiControl that contains other controls,
// which all share a single job or represent a single value.
//------------------------------------------------------------------------------
// AggregateControl.setValue( ) propagates the value to any control that has an
// internal name.
function AggregateControl::setValue(%this, %val, %child)
{
for(%i = 0; %i < %this.getCount(); %i++)
{
%obj = %this.getObject(%i);
if( %obj == %child )
continue;
if(%obj.internalName !$= "")
setValueSafe(%obj, %val);
}
}
// AggregateControl.getValue() uses the value of the first control that has an
// internal name, if it has not cached a value via .setValue
function AggregateControl::getValue(%this)
{
for(%i = 0; %i < %this.getCount(); %i++)
{
%obj = %this.getObject(%i);
if(%obj.internalName !$= "")
{
//error("obj = " @ %obj.getId() @ ", " @ %obj.getName() @ ", " @ %obj.i
nternalName );
//error(" value = " @ %obj.getValue());
return %obj.getValue();
}
}
}
// AggregateControl.updateFromChild( ) is called by child controls to propagate
// a new value, and to trigger the onAction() callback.
function AggregateControl::updateFromChild(%this, %child)
{
%val = %child.getValue();
if(%val == mCeil(%val)){
%val = mCeil(%val);
}else{
if ( %val <= -100){
%val = mCeil(%val);
}else if ( %val <= -10){
%val = mFloatLength(%val, 1);
}else if ( %val < 0){
%val = mFloatLength(%val, 2);
}else if ( %val >= 1000){
%val = mCeil(%val);
}else if ( %val >= 100){
%val = mFloatLength(%val, 1);
}else if ( %val >= 10){
%val = mFloatLength(%val, 2);
}else if ( %val > 0){
%val = mFloatLength(%val, 3);
}
}
%this.setValue(%val, %child);
%this.onAction();
}
// default onAction stub, here only to prevent console spam warnings.
function AggregateControl::onAction(%this)
{
}
// call a method on all children that have an internalName and that implement th
e method.
function AggregateControl::callMethod(%this, %method, %args)
{
for(%i = 0; %i < %this.getCount(); %i++)
{
%obj = %this.getObject(%i);
if(%obj.internalName !$= "" && %obj.isMethod(%method))
eval(%obj @ "." @ %method @ "( " @ %args @ " );");
}
}
//------------------------------------------------------------------------------
// Altered Version of TGB's QuickEditDropDownTextEditCtrl
//------------------------------------------------------------------------------
function QuickEditDropDownTextEditCtrl::onRenameItem( %this )
{
}
function QuickEditDropDownTextEditCtrl::updateFromChild( %this, %ctrl )
{
if( %ctrl.internalName $= "PopUpMenu" )
{
%this->TextEdit.setText( %ctrl.getText() );
}
else if ( %ctrl.internalName $= "TextEdit" )
{
%popup = %this->PopupMenu;
%popup.changeTextById( %popup.getSelected(), %ctrl.getText() );
%this.onRenameItem();
}
}
// Writes out all script functions to a file.
function writeOutFunctions()
{
new ConsoleLogger(logger, "scriptFunctions.txt", false);
dumpConsoleFunctions();
logger.delete();
}
// Writes out all script classes to a file.
function writeOutClasses()
{
new ConsoleLogger(logger, "scriptClasses.txt", false);
dumpConsoleClasses();
logger.delete();
}
//
function compileFiles(%pattern)
{
%path = filePath(%pattern);
%saveDSO = $Scripts::OverrideDSOPath;
%saveIgnore = $Scripts::ignoreDSOs;
$Scripts::OverrideDSOPath = %path;
$Scripts::ignoreDSOs = false;
%mainCsFile = makeFullPath("main.cs");
for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNext
FileMultiExpr(%pattern))
{
// we don't want to try and compile the primary main.cs
if(%mainCsFile !$= %file)
compile(%file, true);
}
$Scripts::OverrideDSOPath = %saveDSO;
$Scripts::ignoreDSOs = %saveIgnore;
}
function displayHelp()
{
// Notes on logmode: console logging is written to console.log.
// -log 0 disables console logging.
// -log 1 appends to existing logfile; it also closes the file
// (flushing the write buffer) after every write.
// -log 2 overwrites any existing logfile; it also only closes
// the logfile when the application shuts down. (default)
error(
"Torque Demo command line options:\n"@
" -log <logmode> Logging behavior; see main.cs comments for detai
ls\n"@
" -game <game_name> Reset list of mods to only contain <game_name>\n
"@
" <game_name> Works like the -game argument\n"@
" -dir <dir_name> Add <dir_name> to list of directories\n"@
" -console Open a separate console\n"@
" -jSave <file_name> Record a journal\n"@
" -jPlay <file_name> Play back a journal\n"@
" -help Display this help message\n"
);
}
// Execute startup scripts for each mod, starting at base and working up
function loadDir(%dir)
{
pushback($userDirs, %dir, ";");
if (isScriptFile(%dir @ "/main.cs"))
exec(%dir @ "/main.cs");
}
function loadDirs(%dirPath)
{
%dirPath = nextToken(%dirPath, token, ";");
if (%dirPath !$= "")
loadDirs(%dirPath);
if(exec(%token @ "/main.cs") != true)
{
error("Error: Unable to find specified directory: " @ %token );
$dirCount--;
}
}
//------------------------------------------------------------------------------
// Utility remap functions:
//------------------------------------------------------------------------------
function ActionMap::copyBind( %this, %otherMap, %command )
{
if ( !isObject( %otherMap ) )
{
error( "ActionMap::copyBind - \"" @ %otherMap @ "\" is not an object!" );
return;
}
%bind = %otherMap.getBinding( %command );
if ( %bind !$= "" )
{
%device = getField( %bind, 0 );
%action = getField( %bind, 1 );
%flags = %otherMap.isInverted( %device, %action ) ? "SDI" : "SD";
%deadZone = %otherMap.getDeadZone( %device, %action );
%scale = %otherMap.getScale( %device, %action );
%this.bind( %device, %action, %flags, %deadZone, %scale, %command );
}
}
//------------------------------------------------------------------------------
function ActionMap::blockBind( %this, %otherMap, %command )
{
if ( !isObject( %otherMap ) )
{
error( "ActionMap::blockBind - \"" @ %otherMap @ "\" is not an object!" );
return;
}
%bind = %otherMap.getBinding( %command );
if ( %bind !$= "" )
%this.bind( getField( %bind, 0 ), getField( %bind, 1 ), "" );
}
//Dev helpers
/// Shortcut for typing dbgSetParameters with the default values torsion uses.
function dbgTorsion()
{
dbgSetParameters( 6060, "password", false );
}
/// Reset the input state to a default of all-keys-up.
/// A helpful remedy for when Torque misses a button up event do to your breakpo
ints
/// and can't stop shooting / jumping / strafing.
function mvReset()
{
for ( %i = 0; %i < 6; %i++ )
setVariable( "mvTriggerCount" @ %i, 0 );
$mvUpAction = 0;
$mvDownAction = 0;
$mvLeftAction = 0;
$mvRightAction = 0;

// There are others.


}
//Persistance Manager tests
new PersistenceManager(TestPManager);
function runPManTest(%test)
{
if (!isObject(TestPManager))
return;
if (%test $= "")
%test = 100;
switch(%test)
{
case 0:
TestPManager.testFieldUpdates();
case 1:
TestPManager.testObjectRename();
case 2:
TestPManager.testNewObject();
case 3:
TestPManager.testNewGroup();
case 4:
TestPManager.testMoveObject();
case 5:
TestPManager.testObjectRemove();
case 100:
TestPManager.testFieldUpdates();
TestPManager.testObjectRename();
TestPManager.testNewObject();
TestPManager.testNewGroup();
TestPManager.testMoveObject();
TestPManager.testObjectRemove();
}
}
function TestPManager::testFieldUpdates(%doNotSave)
{
// Set some objects as dirty
TestPManager.setDirty(AudioGui);
TestPManager.setDirty(AudioSim);
TestPManager.setDirty(AudioMessage);
// Alter some of the existing fields
AudioEffect.isLooping = true;
AudioMessage.isLooping = true;
AudioEffect.is3D = true;
// Test removing a field
TestPManager.removeField(AudioGui, "isLooping");
// Alter some of the persistent fields
AudioGui.referenceDistance = 0.8;
AudioMessage.referenceDistance = 0.8;
// Add some new dynamic fields
AudioGui.foo = "bar";
AudioEffect.foo = "bar";
// Remove an object from the dirty list
// It shouldn't get updated in the file
TestPManager.removeDirty(AudioEffect);
// Dirty an object in another file as well
TestPManager.setDirty(WarningMaterial);
// Update a field that doesn't exist
WarningMaterial.glow[0] = true;
// Drity another object to test for crashes
// when a dirty object is deleted
TestPManager.setDirty(SFXPausedSet);
// Delete the object
SFXPausedSet.delete();
// Unless %doNotSave is set (by a batch/combo test)
// then go ahead and save now
if (!%doNotSave)
TestPManager.saveDirty();
}
function TestPManager::testObjectRename(%doNotSave)
{
// Flag an object as dirty
if (isObject(AudioGui))
TestPManager.setDirty(AudioGui);
else if (isObject(AudioGuiFoo))
TestPManager.setDirty(AudioGuiFoo);
// Rename it
if (isObject(AudioGui))
AudioGui.setName(AudioGuiFoo);
else if (isObject(AudioGuiFoo))
AudioGuiFoo.setName(AudioGui);
// Unless %doNotSave is set (by a batch/combo test)
// then go ahead and save now
if (!%doNotSave)
TestPManager.saveDirty();
}
function TestPManager::testNewObject(%doNotSave)
{
// Test adding a new named object
new SFXDescription(AudioNew)
{
volume = 0.5;
isLooping = true;
channel = $GuiAudioType;
foo = 2;
};
// Flag it as dirty
TestPManager.setDirty(AudioNew, "core/scripts/client/audio.cs");
// Test adding a new unnamed object
%obj = new SFXDescription()
{
volume = 0.75;
isLooping = true;
bar = 3;
};
// Flag it as dirty
TestPManager.setDirty(%obj, "core/scripts/client/audio.cs");
// Test adding an "empty" object
new SFXDescription(AudioEmpty);
TestPManager.setDirty(AudioEmpty, "core/scripts/client/audio.cs");
// Unless %doNotSave is set (by a batch/combo test)
// then go ahead and save now
if (!%doNotSave)
TestPManager.saveDirty();
}
function TestPManager::testNewGroup(%doNotSave)
{
// Test adding a new named SimGroup
new SimGroup(TestGroup)
{
foo = "bar";
new SFXDescription(TestObject)
{
volume = 0.5;
isLooping = true;
channel = $GuiAudioType;
foo = 1;
};
new SimGroup(SubGroup)
{
foo = 2;
new SFXDescription(SubObject)
{
volume = 0.5;
isLooping = true;
channel = $GuiAudioType;
foo = 3;
};
};
};
// Flag this as dirty
TestPManager.setDirty(TestGroup, "core/scripts/client/audio.cs");
// Test adding a new unnamed SimGroup
%group = new SimGroup()
{
foo = "bar";
new SFXDescription()
{
volume = 0.75;
channel = $GuiAudioType;
foo = 4;
};
new SimGroup()
{
foo = 5;
new SFXDescription()
{
volume = 0.75;
isLooping = true;
channel = $GuiAudioType;
foo = 6;
};
};
};
// Flag this as dirty
TestPManager.setDirty(%group, "core/scripts/client/audio.cs");
// Test adding a new unnamed SimSet
%set = new SimSet()
{
foo = "bar";
new SFXDescription()
{
volume = 0.75;
channel = $GuiAudioType;
foo = 7;
};
new SimGroup()
{
foo = 8;
new SFXDescription()
{
volume = 0.75;
isLooping = true;
channel = $GuiAudioType;
foo = 9;
};
};
};
// Flag this as dirty
TestPManager.setDirty(%set, "core/scripts/client/audio.cs");
// Unless %doNotSave is set (by a batch/combo test)
// then go ahead and save now
if (!%doNotSave)
TestPManager.saveDirty();
}
function TestPManager::testMoveObject(%doNotSave)
{
// First add a couple of groups to the file
new SimGroup(MoveGroup1)
{
foo = "bar";
new SFXDescription(MoveObject1)
{
volume = 0.5;
isLooping = true;
channel = $GuiAudioType;
foo = 1;
};
new SimSet(SubGroup1)
{
new SFXDescription(SubObject1)
{
volume = 0.75;
isLooping = true;
channel = $GuiAudioType;
foo = 2;
};
};
};
// Flag this as dirty
TestPManager.setDirty(MoveGroup1, "core/scripts/client/audio.cs");
new SimGroup(MoveGroup2)
{
foo = "bar";
new SFXDescription(MoveObject2)
{
volume = 0.5;
isLooping = true;
channel = $GuiAudioType;
foo = 3;
};
};
// Flag this as dirty
TestPManager.setDirty(MoveGroup2, "core/scripts/client/audio.cs");
// Unless %doNotSave is set (by a batch/combo test)
// then go ahead and save now
if (!%doNotSave)
TestPManager.saveDirty();
// Set them as dirty again
TestPManager.setDirty(MoveGroup1);
TestPManager.setDirty(MoveGroup2);
// Give the subobject an new value
MoveObject1.foo = 4;
// Move it into the other group
MoveGroup1.add(MoveObject2);
// Switch the other subobject
MoveGroup2.add(MoveObject1);
// Also add a new unnamed object to one of the groups
%obj = new SFXDescription()
{
volume = 0.75;
isLooping = true;
bar = 5;
};
MoveGroup1.add(%obj);
// Unless %doNotSave is set (by a batch/combo test)
// then go ahead and save now
if (!%doNotSave)
TestPManager.saveDirty();
}
function TestPManager::testObjectRemove(%doNotSave)
{
TestPManager.removeObjectFromFile(AudioSim);
}

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