let Actor subclasses have first crack at parsing commands

allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
This commit is contained in:
Chris Danford
2003-07-07 01:29:18 +00:00
parent a06eeea9c7
commit c67d78d948
32 changed files with 636 additions and 418 deletions
+9 -5
View File
@@ -131,6 +131,9 @@ ScreenTitleMenu::ScreenTitleMenu() : Screen("ScreenTitleMenu")
m_Out.Load( THEME->GetPathToB("ScreenTitleMenu out") );
this->AddChild( &m_Out );
m_BeginOut.Load( THEME->GetPathToB("ScreenTitleMenu begin out") );
this->AddChild( &m_BeginOut );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("title menu game name") );
@@ -152,6 +155,7 @@ ScreenTitleMenu::ScreenTitleMenu() : Screen("ScreenTitleMenu")
this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
this->MoveToTail( &m_BeginOut ); // put it in the back so it covers up the stuff we just added
}
ScreenTitleMenu::~ScreenTitleMenu()
@@ -182,7 +186,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
case MENU_BUTTON_UP:
if( PREFSMAN->m_iCoinMode != COIN_HOME )
break;
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
break;
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
@@ -195,7 +199,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
case MENU_BUTTON_DOWN:
if( PREFSMAN->m_iCoinMode != COIN_HOME )
break;
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
break;
TimeToDemonstration.GetDeltaTime(); /* Reset the demonstration timer when a key is pressed. */
LoseFocus( m_Choice );
@@ -206,7 +210,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
GainFocus( m_Choice );
break;
case MENU_BUTTON_BACK:
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_BeginOut.IsTransitioning() )
break;
m_Out.StartTransitioning( SM_GoToAttractLoop );
break;
@@ -232,8 +236,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
}
if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
if( !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );
if( !m_Out.IsTransitioning() && !m_BeginOut.IsTransitioning() )
m_BeginOut.StartTransitioning( SM_GoToNextScreen );
}
// detect codes