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ifs_readyselect.lua
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ifs_readyselect.lua
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--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Interface screen for the metagame. Going to get kinda big, as it
-- does most of the work
-- Helper function. Builds the chunks for this screen programatically
-- (i.e. based on screensize). It makes and shoves things into the
-- 'this.Info' block, which is a container aligned to the right-middle
-- of the screen. Thus, within its space, x=0 is the right edge,
-- x=-100 is to its left. y=0 is the middle of the screen, y=-100 is
-- above that, y=100 is below.
function ifs_readyselect_fnBuildScreen(this, mode)
local w,h = ScriptCB_GetSafeScreenInfo() -- of the usable screen
-- Make a box that's aligned to the right-middle of the screen
-- to shove our stuff into
this.Info = NewIFContainer {
ScreenRelativeX = 1.0,
ScreenRelativeY = 0.5,
inert = 1, -- delete from Lua memory once pushed to C
}
-- Tweak helptext for splitscreen
if((gPlatformStr ~= "PC") and this.Helptext_Back) then
if ( mode == 0 ) then
this.Helptext_Back.helpstr.font = gPopupButtonFont
else
this.Helptext_Back.helpstr.font = gPopupTinyTextFont
end
IFText_fnSetString(this.Helptext_Back.helpstr, "game.spawndisplay.readydisplay.promptprev")
end
end
ifs_readyselect1 = NewIFShellScreen {
nologo = 1,
bNohelptext_accept = 1,
-- Actual contents are created in ifs_readyselect_fnBuildScreen
-- Note: for now, the exe is handling all the inputs/events, so this
-- screen has no Enter/Exit/Update/Input handlers. It does have an
-- Input_Back handler to override the base class's default functionality
-- (go to previous screen)
Input_Back = function(this)
end,
Input_GeneralLeft = function(this,bFromAI)
end,
Input_GeneralRight = function(this,bFromAI)
end,
Input_GeneralUp = function(this,bFromAI)
end,
Input_GeneralDown = function(this,bFromAI)
end,
}
ifs_readyselect2 = NewIFShellScreen {
nologo = 1,
bNohelptext_accept = 1,
-- Actual contents are created in ifs_readyselect_fnBuildScreen
-- Note: for now, the exe is handling all the inputs/events, so this
-- screen has no Enter/Exit/Update/Input handlers. It does have an
-- Input_Back handler to override the base class's default functionality
-- (go to previous screen)
Input_Back = function(this)
end,
Input_GeneralLeft = function(this,bFromAI)
end,
Input_GeneralRight = function(this,bFromAI)
end,
Input_GeneralUp = function(this,bFromAI)
end,
Input_GeneralDown = function(this,bFromAI)
end,
}
ifs_readyselect3 = NewIFShellScreen {
nologo = 1,
bNohelptext_accept = 1,
-- Actual contents are created in ifs_readyselect_fnBuildScreen
-- Note: for now, the exe is handling all the inputs/events, so this
-- screen has no Enter/Exit/Update/Input handlers. It does have an
-- Input_Back handler to override the base class's default functionality
-- (go to previous screen)
Input_Back = function(this)
end,
Input_GeneralLeft = function(this,bFromAI)
end,
Input_GeneralRight = function(this,bFromAI)
end,
Input_GeneralUp = function(this,bFromAI)
end,
Input_GeneralDown = function(this,bFromAI)
end,
}
ifs_readyselect4 = NewIFShellScreen {
nologo = 1,
bNohelptext_accept = 1,
-- Actual contents are created in ifs_readyselect_fnBuildScreen
-- Note: for now, the exe is handling all the inputs/events, so this
-- screen has no Enter/Exit/Update/Input handlers. It does have an
-- Input_Back handler to override the base class's default functionality
-- (go to previous screen)
Input_Back = function(this)
end,
Input_GeneralLeft = function(this,bFromAI)
end,
Input_GeneralRight = function(this,bFromAI)
end,
Input_GeneralUp = function(this,bFromAI)
end,
Input_GeneralDown = function(this,bFromAI)
end,
}
if(not ScriptCB_IsSplitscreen()) then
--its not splitscreen do it normally
ifs_readyselect_fnBuildScreen(ifs_readyselect1, 0)
AddIFScreen(ifs_readyselect1,"ifs_readyselect1")
ifs_readyselect2 = nil -- flush from memory
ifs_readyselect3 = nil -- flush from memory
ifs_readyselect4 = nil -- flush from memory
else
-- is splitscreen. Rearrange things
ifs_readyselect_fnBuildScreen(ifs_readyselect1, 1)
ifs_readyselect1.Viewport = 0
AddIFScreen(ifs_readyselect1,"ifs_readyselect1")
ifs_readyselect_fnBuildScreen(ifs_readyselect2, 1)
ifs_readyselect2.Viewport = 1
AddIFScreen(ifs_readyselect2,"ifs_readyselect2")
ifs_readyselect2 = DoPostDelete(ifs_readyselect2)
if(gPlatformStr == "XBox") then
ifs_readyselect_fnBuildScreen(ifs_readyselect3, 1)
ifs_readyselect3.Viewport = 2
AddIFScreen(ifs_readyselect3,"ifs_readyselect3")
ifs_readyselect3 = DoPostDelete(ifs_readyselect3)
ifs_readyselect_fnBuildScreen(ifs_readyselect4, 1)
ifs_readyselect4.Viewport = 3
AddIFScreen(ifs_readyselect4,"ifs_readyselect4")
ifs_readyselect4 = DoPostDelete(ifs_readyselect4)
else
ifs_readyselect3 = nil -- flush from memory
ifs_readyselect4 = nil -- flush from memory
end
end
ifs_readyselect_fnBuildScreen = nil -- free up memory
ifs_readyselect1 = DoPostDelete(ifs_readyselect1)