use Lua to execute commands

(needs cleanup)
This commit is contained in:
Chris Danford
2005-01-26 11:21:43 +00:00
parent 1f00c84293
commit 8555a6da45
60 changed files with 816 additions and 246 deletions
+5 -5
View File
@@ -17,6 +17,7 @@
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "Command.h"
#include <set>
@@ -29,7 +30,7 @@ ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
ThemeMetric<Commands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
ThemeMetric<apActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
static float g_fBackgroundCenterWidth = 40;
const CString STATIC_BACKGROUND = "static background";
@@ -468,9 +469,8 @@ void Background::LoadFromSong( const Song* pSong )
* may look something like "BGAnimation, BGAnimationLayer, Sprite" or it
* may be deeper, like "BGAnimation, BGAnimationLayer, BGAnimation,
* BGAnimationLayer, Sprite". */
pBGA->RunCommands( ParseCommands("propagate,1") );
pBGA->RunCommands( ParseCommands("effectclock,music") );
pBGA->RunCommands( ParseCommands("propagate,0") );
ActorCommands acmds( ParseCommands("effectclock,music") );
pBGA->RunCommands( acmds );
}
}
@@ -735,7 +735,7 @@ void BrightnessOverlay::Set( float fBrightness )
void BrightnessOverlay::FadeToActualBrightness()
{
this->RunCommandOnChildren( BRIGHTNESS_FADE_COMMAND );
this->RunCommandsOnChildren( BRIGHTNESS_FADE_COMMAND );
SetActualBrightness();
}