Now that you have created and saved your new GUI control as well as your new button control, we will tie them together and create a clickable button that launches your Hello World window!
In order to do so, we have to tell the engine that we're using a new GUI element. For this to happen, we'll have to add a simple line to some script code.
To add the script code, first browse to the location of the game example you are working in. Once there, browse to "game\scriptsAndAssets\client". See Figure 45 for an example.
Now, find and open the file "init.cs" in your favorite text editing program. The screenshots below use Torsion. You can open the file by right-clicking it, choosing the Open With... option from the pop-up menu, and then selecting your text-editing program.
Once you have the file open, look for the block of code that starts with the comment: // Load up the shell GUIs (Shown in Figure 46)
Just after the last line in that block of script, we should add a command that executes our HelloWorld GUI. In simple terms, executing means we are loading the script and all the data/functions/variables it contains. So, our GUI does not exist until it is executed. See Figure 47 for the command (which is highlighted and has a fancy comment above) to execute your file.
It is extremely important that you enter the line above exactly as you see it. Otherwise, on top of your GUI not loading, the init.cs file will not compile. Once you are confident you have entered the code correctly, save your file. If you are running from Torsion, you can go ahead and launch your TGEA application if the project is ready. Otherwise, run from your compiler or from the executable directly.
Now, run your TGEA application. When the Main Menu appears, click the “Show Hello World” button and you should see something similar to what is shown in Figure 48. The Hello World window should appear, displaying your text (Figure 48). When you click the [X] button, the window should disappear. If the dialog does not appear/disappear correctly, double check all the steps in this chapter to see if you made a mistake. Also, remember that any errors you receive will be shown in the Console window, and your console.log file in the base directory.
If all has gone well, then congratulations on getting your first GUIs created.
In this section, we introducted Torque's GUI Editor, one of the unique features of the engine. We created very simple controls, but the GUI Editor can be used to create advanced, great-looking user interfaces.
At this point, you should have a basic understanding of how the GUI Editor works in general. From here, you can experiment and play around, creating various GUI elements, and assigning them different profiles and properties. Follow the steps in this guide whenever you create a control, adapting them to your particular situation, and you'll begin creating some cool stuff in no time.