def _doFadeAndQuit(self): # FIXME: using protected apis bsInternal._fadeScreen(False, time=200, endCall=bs.Call(bs.quit, soft=True)) bsInternal._lockAllInput() # unlock and fade back in shortly.. just in case something goes wrong # (or on android where quit just backs out of our activity and we may come back) bs.realTimer(300, bsInternal._unlockAllInput)
def _add(self): bsInternal._lockAllInput() # make sure no more commands happen bs.realTimer(100, bsInternal._unlockAllInput) gameconfig = {} if config["selected"] == self._selectedGameType.__name__: if config["config"]: gameconfig = config["config"] if "map" in gameconfig: gameconfig["settings"]["map"] = gameconfig.pop("map") self._selectedGameType.createConfigUI(self._editSession._sessionType, gameconfig, self.onEditGameDone)
def __init__(self): bs.Session.__init__(self) self._locked = False # we have a splash screen only on ali currently.. env = bs.getEnvironment() global gFirstRun if env['platform'] == 'android' \ and env['subplatform'] == 'alibaba' \ and gFirstRun: bsInternal._lockAllInput() self._locked = True self.setActivity(bs.newActivity(SplashScreenActivity)) gFirstRun = False else: self.setActivity(bs.newActivity(MainMenuActivity))
def startGame(session, fadeout=True): def callback(): if fadeout: bsInternal._unlockAllInput() try: bsInternal._newHostSession(session) except Exception: import bsMainMenu bs.printException("exception running session", session) # drop back into a main menu session.. bsInternal._newHostSession(bsMainMenu.MainMenuSession) if fadeout: bsInternal._fadeScreen(False, time=250, endCall=callback) bsInternal._lockAllInput() else: callback()