Commit Graph

162 Commits

Author SHA1 Message Date
Charles Lohr e4941be52d Oops... Forgot about if the color changes as the first character. 2005-05-05 21:09:09 +00:00
Charles Lohr 4970c0ce60 Modifications for ColorBitmapText: Actually make it possible to accurately limit lines.
This should conclude my heavy modifications, please feel free to edit it now.
2005-05-05 20:09:21 +00:00
Charles Lohr 11f9384528 Change: Move Colored Text into it's own class.
Note: At a later time, it may make sense to put my text parsing system over the old one.
2005-05-05 19:47:04 +00:00
Charles Lohr 6f9b5a6e9c Revert. I will probally revert further/manually undo some changes. 2005-05-05 04:57:16 +00:00
Charles Lohr 7f69da7a00 Add: allow limiting of restricting # of lines to display. Also, fix colors for restricted lines. 2005-05-04 22:26:21 +00:00
Glenn Maynard 9f84239b3c cleanup 2005-05-04 19:31:58 +00:00
Chris Danford b09a31855c fix warning 2005-05-04 10:11:12 +00:00
Charles Lohr 9a92b7222f Cleanup, we should not have two text boxes and be moving stuff around between them in order to limit the number of lines 2005-05-04 05:34:28 +00:00
Chris Danford 8e987d18b6 fix warnings 2005-05-04 04:00:00 +00:00
Glenn Maynard 19e1819946 fix m_bColored uninitialized when BitmapText::LoadFromTextureAndChars
is used
2005-05-04 01:52:23 +00:00
Charles Lohr 348c6f6f5a FEATURE: Allow BitmapTexts to on-the-fly change color mid-text depending on the text
This feature can be used by enabling the coloration by using the .SetDynamicColor( true )
function.  Once this is done, the syntax for color changing is: |c0RRGGBB where RR = red
in hex, GG = green in hex and BB = blue in hex.  |c0 is the token to note the
beginning of a text change.  This was discussed on the StepMania development
list.
2005-05-03 03:37:52 +00:00
Chris Danford 2a8f30fcd1 fix uninitialized variable 2005-04-24 11:10:55 +00:00
Charles Lohr 3b84c9024b Fix: Don't let BitmapText spill outside it's wrap area. Is this a good way to do it? anyone have a better idea? 2005-04-19 02:14:43 +00:00
Chris Danford 7578fed39a add SetMaxHeight 2005-04-15 12:25:59 +00:00
Chris Danford 66a30e72b8 optimize: Add GetTimeSinceStartFast() that caches the time for archs where GetMicrosecondsSinceStart() is slow 2005-03-21 21:40:07 +00:00
Chris Danford 4a2499b0fb fix Model doesn't obey m_bTextureWrapping 2005-02-27 08:31:41 +00:00
Glenn Maynard fc1c863f8a omit semicolon, so REGISTER_ACTOR_CLASS(x) can't be parsed as
a prototype
2005-02-23 19:09:13 +00:00
Chris Danford ef80deedc4 cleanup: use class registration to create actors 2005-02-23 02:14:06 +00:00
Chris Danford 1de61aa8ae split AutoActor into a separate file 2005-02-09 05:27:51 +00:00
Chris Danford 68dd253720 use templated classes instead of macros for easier debugging 2005-01-31 08:05:27 +00:00
Chris Danford 8555a6da45 use Lua to execute commands
(needs cleanup)
2005-01-26 11:21:43 +00:00
Glenn Maynard 37fe56a4f7 cosmetic 2005-01-16 20:37:08 +00:00
Chris Danford f1dbeb2334 cleanup 2005-01-16 07:08:58 +00:00
Glenn Maynard 8a29cc0459 remove separate glow modes 2005-01-08 22:14:08 +00:00
Glenn Maynard 36a56f51fd simplify (still more complicated than cropping/fading should be ...) 2005-01-04 02:10:09 +00:00
Glenn Maynard 4b69f947dd cleanup 2005-01-01 22:10:09 +00:00
Glenn Maynard 59ae043f2b comment 2005-01-01 22:07:52 +00:00
Glenn Maynard b7487c02a4 simplify 2005-01-01 22:07:16 +00:00
Glenn Maynard 35c718b990 Removing "fadecolor". Fading is useful, but being able to fade with a factor
other than #FFFFFF00 has never been useful, and it complicates the code.

Note that "diffuse" and fading do combine, so a sprite with diffuse,#FF0000
will still fade out correctly.
2005-01-01 21:59:35 +00:00
Chris Danford ed19821e09 rename: ActorCommand -> Command
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford 6c855f0c93 "ParsedCommand" -> "ActorCommand" 2004-11-06 20:42:09 +00:00
Chris Danford 2c314df898 HandleParams -> BeginHandleParams 2004-11-06 03:09:29 +00:00
Chris Danford 03fbb915f3 remove VC6 scoping hacks 2004-09-21 07:53:39 +00:00
Glenn Maynard eff24b6380 fix odd newline behavior in wrap mode 2004-09-08 01:21:52 +00:00
Glenn Maynard 96e96f042f cleanup 2004-09-08 00:42:07 +00:00
Chris Danford 9a9f8d9cfe add comment 2004-08-27 17:28:48 +00:00
Charles Lohr ecb4df80a0 Allow for forced new lines when wrapping. Did I do this right? 2004-08-27 12:49:25 +00:00
Glenn Maynard bdfb4a6201 cleanup 2004-06-09 17:17:55 +00:00
Glenn Maynard c531e8b172 license update 2004-06-08 00:47:53 +00:00
Chris Danford 93e274b3ac make a Font charmap for numbers fonts 2004-05-31 00:11:34 +00:00
Chris Danford 3cadf4c5d5 have Numbers fall back to Fonts (in perparation for removing the Numbers dir altogether) 2004-05-30 23:23:39 +00:00
Chris Danford 2929bacb08 show per-diffculty award on Eval screen every time it's received (not just the first time)
clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
2004-03-20 02:59:08 +00:00
Steve Checkoway c70166768e fix compile 2004-03-06 08:53:49 +00:00
Glenn Maynard d5dfc14f48 support fadeleft/faderight in text 2004-03-06 07:15:59 +00:00
Chris Danford 10a4580c12 remove Actor::Fade*, remove unnessary virtuals in Actor 2004-02-14 03:38:34 +00:00
Chris Danford 9502f1c262 draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet 2004-02-04 09:55:18 +00:00
Chris Danford f7647ae391 add pre-parsing for ActorCommands (though not yet used in ThemeManager) 2004-01-10 20:34:18 +00:00
Glenn Maynard 04aeba8342 remove SetTextMaxWidth 2003-12-17 09:58:24 +00:00
Glenn Maynard b926fbe742 replacing SetTextMaxWidth with more general SetMaxWidth 2003-12-17 09:47:03 +00:00
Glenn Maynard f9525ebe26 remove GetWidestLineWidthInSourcePixels (use GetUnzoomedWidth) 2003-11-24 03:02:26 +00:00