Commit Graph
20286 Commits
Author SHA1 Message Date
Glenn Maynard 1220fc988a FillBuf -> FillReadBuf 2006-02-28 05:10:54 +00:00
Glenn Maynard f6b45581b4 cleanup 2006-02-28 03:22:23 +00:00
Chris Danford 841006ddc4 meter overlay on top of filling 2006-02-28 01:57:32 +00:00
Glenn Maynard 8ff0263439 add AllowCenter1Player metric 2006-02-28 01:19:06 +00:00
Glenn Maynard 5f8337e9da move some stuff out of PManager 2006-02-28 01:13:44 +00:00
Chris Danford b7cbd54498 play sound on start 2006-02-27 20:36:14 +00:00
Chris Danford cd2fb443d0 metric to make ScreenEnding use machine's Profile instead of player's Profile 2006-02-27 19:53:11 +00:00
Chris Danford bf0cc13a47 Change GetDevicesAndDescriptions to fill in one vector instead of 2
Ignore changes in non-joystick devices when automapping
2006-02-27 17:51:27 +00:00
Glenn Maynard 0ac58078b4 unused 2006-02-27 06:09:08 +00:00
Glenn Maynard 78848a0ca1 simplify 2006-02-27 06:08:29 +00:00
Glenn Maynard e54eca031c ugly: apply just the alpha to m_Underline. This is what used to be
done in UpdateEnabledDisabled, but we don't want to update this tweening
in two places; they collide and cancel each other.
2006-02-27 06:02:54 +00:00
Glenn Maynard bbf668ab97 remove unused 2006-02-27 05:54:21 +00:00
Glenn Maynard 977689ac83 Annoying: allow OptionRowHandlers to specify what they reloaded, and
don't re-create things if we've only changed what's enabled.  Use this
with the Lua interface, by making EnabledForPlayers a function returning
a table instead of a table.
2006-02-27 05:43:39 +00:00
Glenn Maynard 9488915ff0 fix initial underline width 2006-02-27 03:54:03 +00:00
Glenn Maynard 264120c28c unused 2006-02-27 03:28:37 +00:00
Glenn Maynard 966da17301 simplify 2006-02-27 03:28:15 +00:00
Glenn Maynard f00e70e5d4 Collateral fix: SetBaseAlpha is propagated by ActorFrame. 2006-02-27 03:09:00 +00:00
Glenn Maynard 5c6cd59375 add GetCurrentDiffuseAlpha 2006-02-27 03:06:43 +00:00
Glenn Maynard c2243b0b0e ScreenOptions fading is a headache. We move rows up and down, and
fade them in and out at the same time; we do this by tweening the whole
row up and down, and fading each part of the row.  This is a big pain,
because we're also tweening each part for other reasons, and these
tweens tend to collide.  The whole thing is brittle and complicated,
and it's making fixing other problems a pain.

Try it a little differently: to fade the whole row, tween the alpha
along with the position of the whole row.  Then, manually propagate
the changing alpha value to each part, using BaseAlpha, so it doesn't
affect other tweens.

This also helps segregate the fading: with the exception of the actual
propagation, OptionRow doesn't have to know anything about it.  Before,
it had to constantly be careful that any tweening operations didn't
collide with the alpha tweening; often, one or the other would be cancelled,
resulting in either the change not happening at all, or snapping instead
of fading.

(This is still a hack, but it's more manageable; it puts control of high-level
tweening entirely in SOptionsMenu's control, instead of half in OptionRow.)
2006-02-27 03:04:56 +00:00
Glenn Maynard 1262243670 simplify 2006-02-27 01:37:43 +00:00
Glenn Maynard 973438f79b merge loop, comment 2006-02-27 00:52:09 +00:00
Glenn Maynard 25c9e31218 underlines and icons are unrelated; reorder 2006-02-27 00:51:11 +00:00
Steve Checkoway bb1f0be90c If the joystick is a Para controller, attempt to power it on using SetReport(). [Not tested.] 2006-02-27 00:45:22 +00:00
Steve Checkoway bcb239a7be Add SetReport. 2006-02-27 00:44:30 +00:00
Steve Checkoway a63a1284fa Return -1 if no InputDevice numbers can be assigned to logical devices. 2006-02-27 00:21:14 +00:00
Steve Checkoway 5a916de95b Use -1 as a sentinel. 2006-02-27 00:20:18 +00:00
Glenn Maynard d5f650dce5 fix hidden underlines for disabled players (missed commit) 2006-02-26 21:38:44 +00:00
Glenn Maynard b73b9e66f0 cleanup 2006-02-26 21:35:18 +00:00
Glenn Maynard b492263f82 closer to a fixed Reload 2006-02-26 21:32:52 +00:00
Glenn Maynard 2de0170202 fix ReloadRowMessages ignored 2006-02-26 09:37:37 +00:00
Chris Danford 388eacea2e handle ShellExecute error values (0-32)
clear cache before checking if files exist
2006-02-26 05:00:45 +00:00
Chris Danford fc2ee3e32d handle ShellExecute error values (0-32) 2006-02-26 04:31:43 +00:00
Steve Checkoway 58fc707fdb Other window titles and menu items refer to PRODUCT_FAMILY, being consistent. 2006-02-26 03:16:52 +00:00
Steve Checkoway 0661f37f9c Update. The file Info.plist file is cached, it's easiest to just delete stepmania/PBProject/build and rebuild. 2006-02-26 03:14:29 +00:00
Chris Danford f89ff843a7 check return value of CreateProcess instead of checking for existance of time. Fixes bogus error if root dir isn't mounted. 2006-02-26 01:13:16 +00:00
Chris Danford ca5f91ae8c install Manual in all INSTALL_TYPEs 2006-02-26 00:46:10 +00:00
Chris Danford ff338d15b8 PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-26 00:31:31 +00:00
Chris Danford 1f7550852c PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-26 00:12:29 +00:00
Steve Checkoway 3f9ed65afd Fix backing out of manage profiles. 2006-02-26 00:11:17 +00:00
Chris Danford d87a17a034 PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-25 23:59:32 +00:00
Chris Danford e26eaf822e stick registry entries in PRODUCT_ID 2006-02-25 23:41:50 +00:00
Chris Danford b56494dec0 fix uninstall leaves stuff behind 2006-02-25 23:13:44 +00:00
Chris Danford fe51b2c349 move end-user documentation into Manual/ 2006-02-25 22:57:37 +00:00
Chris Danford 409d2f9b0c move end-user documentation into Manual/ 2006-02-25 22:50:10 +00:00
Chris Danford e4d30babca move end-user documentation into Manual/ 2006-02-25 22:37:29 +00:00
Glenn Maynard 1a67cca345 If we have a window, g_pContext is set; if not, it's NULL. Avoid redundantly tracking state, when it can be clearly derived from other state; it introduces ways that the class might be in an inconsistent state and adds bookkeeping. 2006-02-25 21:05:19 +00:00
Steve Checkoway 3e72c0e002 Fix pump pad support. Second player untested but seems likely to work. 2006-02-25 14:58:14 +00:00
Glenn Maynard c6125c4e26 Actor.cpp "fDeltaTime >= 0" assertion fires occasionally. This is under
Foreground's update, caused by GAMESTATE->m_fMusicSeconds moving backwards.

This happens due to frame skips confusing GameSoundManager::GetFrameTimingAdjustment.
It expects that, when the framerate is stable, each frame will take 1/FPS.
If we skip a frame, it thinks one frame is 30ms late, and tries to
adjust by 30-16ms.  Reduce the threshold for this adjustment to half a frame;
if we're that much late, the problem isn't scheduling jitter--we've probably
dropped a frame, and adjusting here is incorrect.

In case that isn't enough, clamp fDeltaTime in Foreground, too.
2006-02-25 10:08:18 +00:00
Steve Checkoway 4c836c9da7 Working on course editor. 2006-02-25 09:33:23 +00:00
Steve Checkoway 53e36d2e42 Course editor metrics. 2006-02-25 09:32:27 +00:00