Glenn Maynard
2aa932ca3a
Sprite copy ctor, same reason (refcounted textures)
...
this is the sort of thing HiddenPtr is meant to avoid, but I'm not ready to
start using it on refcounted objects just yet ...
2005-07-15 04:16:31 +00:00
Glenn Maynard
12b5a43ca4
don't warn about SetState(0) (spams when we havn't loaded, or when using
...
Quad)
2005-07-05 05:30:00 +00:00
Glenn Maynard
9d7f835609
no need to template Luna specializations
2005-06-20 05:02:03 +00:00
Glenn Maynard
e2cfba413a
update registration for various types
2005-06-20 04:23:36 +00:00
Chris Danford
dac72665e3
move background file enumerating into BackgroundUtil.*
...
fix editor background change functionality
2005-05-31 01:17:37 +00:00
Glenn Maynard
b8bb5890f9
cleanup
2005-05-05 20:06:47 +00:00
Ben Anderson
3edfc9bf2b
Partial revert; I didn't know that dialog code already does logging
2005-05-05 01:08:28 +00:00
Ben Anderson
ec1d229339
Make sure there actually is a texture before calling methods on it. Also, use Log instead of dialog; dialog isn't available on some platforms (Linux)
2005-05-05 00:36:14 +00:00
Chris Danford
f747eb4ab1
fix warnings
2005-05-01 08:05:50 +00:00
Chris Danford
b1075cc513
support loading Sprite frames from xml (deprecates .sprite files)
2005-04-30 07:49:14 +00:00
Chris Danford
1ab61d7dde
don't warn about Sprite having the wrong number of states
2005-03-20 05:51:44 +00:00
Glenn Maynard
0750a8ea4c
register Sprite, so we can construct sprites in XML like other objects
...
(Type="sprite") without setting a File, and then load the texture later.
2005-03-18 22:49:00 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +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
Chris Danford
cd9c48d645
LuaHelpers -> LuaManager
2005-01-24 02:26:55 +00:00
Glenn Maynard
66d39dd65c
Add ActorFrame::DeleteChildrenWhenDone, to call DeleteAllChildren automatically.
...
Move movie GainFocus/LoseFocus handling to Sprite.
Visualizations are part of Background, not BGAnimation; move them there. Remove BGAnimation::LoadFromVisualization and BGAnimationLayer::LoadFromVisualization.
2005-01-15 20:32:35 +00:00
Chris Danford
5c5363598f
fix VC7 warnings
2005-01-10 07:04:44 +00:00
Glenn Maynard
b67e3c6ebd
wrap texture coordinates when in texture animation mode
2005-01-09 21:19:09 +00:00
Glenn Maynard
8a29cc0459
remove separate glow modes
2005-01-08 22:14:08 +00:00
Glenn Maynard
ba19b3b979
fading fixes
2005-01-03 11:21:02 +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
Glenn Maynard
45d3bb5809
sprite fixes (yuck, this is tricky)
2004-10-18 18:18:57 +00:00
Glenn Maynard
3cf87f8ac0
"play" and "pause" are now synonymous with animate,1 and animate,0
2004-10-18 04:36:42 +00:00
Glenn Maynard
e48459c7ae
remove dupe effect timer code
...
fix movie bugs
2004-10-18 04:20:44 +00:00
Glenn Maynard
a99debf223
call DecodeSeconds
2004-10-16 02:48:59 +00:00
Glenn Maynard
12b777c12a
Sprites now follow the effect clock; you can sync an animated sprite
...
to the beat. This can be used to implement things like the receptor
row in .sprites. (This is minor; it's actually just a tangent of another
change which I havn't committed yet ...)
2004-10-16 02:15:18 +00:00
Chris Danford
1ec8cbb208
simplify: only accept RectF
2004-09-22 02:20:50 +00:00
Steve Checkoway
c0c98557c0
Fix warnings.
2004-09-08 08:33:38 +00:00
Glenn Maynard
8c284daa36
fix TexCoordArrayFromRect crash
2004-09-08 00:21:25 +00:00
Glenn Maynard
0169f9fcf6
32bpp song banners; don't dither
2004-08-28 08:17:35 +00:00
Chris Danford
1d376f5795
add support for texture coordinate animation in AnimatedTexture
2004-08-09 00:46:42 +00:00
Chris Danford
0aae5eef32
fix artifact if Sprite fade extends outside of the texture image area
2004-08-08 06:18:21 +00:00
Glenn Maynard
dd4bc636f4
cleanups
2004-06-13 20:03:18 +00:00
Glenn Maynard
211f9b852a
use Dialog
2004-06-10 22:47:51 +00:00
Glenn Maynard
aea0a41a68
clean up STYLE_TECHNO_VERSUS8 hack: Sprite really should not
...
be depending on GameState
2004-06-08 22:27:37 +00:00
Glenn Maynard
f482a18a37
reenable dithering for song backgrounds
2004-06-08 20:59:28 +00:00
Glenn Maynard
8b737d3378
license update
...
don't include RageUtil.h
2004-06-08 00:47:17 +00:00
Geoff Benson
e34c02fbe3
Initial Techno Motion support - SINGLE8 and VERSUS8
2004-06-07 20:54:21 +00:00
Glenn Maynard
c0adadd3a5
IniFile cleanup
2004-05-23 02:27:51 +00:00
Glenn Maynard
2f6c0d08a7
auto-hide "_blank"; gameplay hold note test case 44->50FPS since
...
unused hold tails are hidden
2004-04-16 05:41:47 +00:00
Steve Checkoway
20a8bab45c
Clean up includes.
2004-04-05 05:22:32 +00:00
Glenn Maynard
d5098c84ce
move texture load policy into RageTextureID, so it can be set to volatile consistently
...
for banners/backgrounds
2004-03-26 10:15:18 +00:00
Glenn Maynard
f353bd3206
Sprite::SongBGTexture, Sprite::SongBannerTexture (replacing Banner::BannerTex)
2004-03-26 07:50:33 +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
Glenn Maynard
96ee7b6028
improve output
2004-03-19 02:44:04 +00:00
Glenn Maynard
330ba5ab27
make scale(RageColor) available
2004-03-06 07:20:21 +00:00