Chris Danford
3175fcc1aa
remove unused StrokeIsUnder
2008-07-04 22:44:20 +00:00
Chris Danford
19c4dc99d9
fix 'no stroke draws if any Font doesn't have a stroke texture'
2008-06-30 09:36:48 +00:00
Glenn Maynard
a191c25a13
readd missing operator= (needed for STL use)
2008-05-27 17:40:30 +00:00
Chris Danford
0544328038
remove FontBaseZoom in favor of doubleres font textures. This is cleaner and doesn't have weird interactions with maxwidth, wrapwidthpixels, etc
2008-05-27 17:08:25 +00:00
Chris Danford
4d30695f08
add StrokeIsUnder font option
2008-05-05 22:34:34 +00:00
Chris Danford
5430b905b6
fix Cpy of m_bUppercase
2008-04-12 22:01:05 +00:00
Chris Danford
9c595eba4b
add SetUppercase
2008-03-28 12:24:04 +00:00
Chris Danford
3934e123e2
add DefaultStrokeColor for fonts to turn a Font's stroke layer off by default
2008-03-28 09:33:50 +00:00
Chris Danford
d38f040487
Move stroke designation into font page name area (better than having 2 png files with identical names except for texture hints). Add FontBaseZoom to allow for double resolution fonts without setting the zoom to 0.5 for every BitmapText.
2008-03-27 22:23:21 +00:00
Chris Danford
b9cba048f4
draw stroke on top of diffuse
2008-03-27 05:58:37 +00:00
Glenn Maynard
abc07a63d4
warning: converting to ‘int’ from ‘lua_Number'
2008-03-04 01:39:09 +00:00
Glenn Maynard
cc120cbcff
warning: "/*" within comment
2008-03-04 01:38:19 +00:00
Chris Danford
95dad9ff4b
remove operator= and use more standard copy constructor, add stroke texture support
2008-02-15 09:31:54 +00:00
Chris Danford
0244701281
add control over ShadowLength X/Y and ShadowColor
2008-01-11 21:54:17 +00:00
Chris Danford
eb23340e86
remove optimization that doesn't call Actor::SetTextureRenderStates(). This optimization was causing the texture filtering mode to not be set.
2008-01-11 21:51:15 +00:00
Glenn Maynard
5408781154
settext: support alt text
2007-08-21 00:26:49 +00:00
Steve Checkoway
97e7a6a1cb
Add binding.
2007-08-19 00:10:33 +00:00
Steve Checkoway
c18512b4ff
Have AddAttribute handle adjusting the position based on the number of lines. Remove the FindText hack.
2007-08-18 23:42:58 +00:00
Steve Checkoway
74bb5376ce
Support adding attributes to BitmapText. The only ones supported currently are diffuse color and glow color. Overlapping attributes are undefined. However, a length of -1 means the attribute applies until the end of the text or another attribute, whichever comes first.
2007-08-18 22:16:05 +00:00
Steve Checkoway
18d77b9003
Let the theme decide how many colors for the rainbow.
2007-08-15 03:00:39 +00:00
Steve Checkoway
32a9724841
Move ColorBitmapText to SNetSelectBase since this is very specific to the SMO code. This should probably be done in a general way in BitmapText and the string parsing to color code should be kept where it is used instead of part of the bitmap text class.
2007-06-09 07:56:34 +00:00
Glenn Maynard
0a76e7ff0a
alignment fix
2007-03-16 03:15:24 +00:00
Glenn Maynard
495f80962b
expose fractional alignment
2007-03-01 08:14:33 +00:00
Glenn Maynard
50c64785b4
odn't rebuild on vetical change
2007-03-01 04:49:38 +00:00
Glenn Maynard
c371d9f26b
Previously, alignment had to be implemented by each actor, so it was
...
only ever supported by Sprite and BitmapText. Handle it globally, using
m_size. This way, an actor only needs to set m_size to support alignment.
This means alignment can be set for non-drawing ActorFrames, if a size
is set explicitly. This allows stretching from the border of a frame
without playing games with extra nested frames. "setsize,100,100;valign,4;zoomx,.5"
This adds an extra matrix multiply. This will only happen for actors
actually set to non-centered alignment, which is the exception.
BitmapText still overrides this behavior a bit. Alignment for text
does two things: changes the alignment of the bounding box vs. the
X/Y position (the generic behavior), and changes the alignment of
the text within the bounding box.
2007-03-01 04:29:05 +00:00
Glenn Maynard
be4efcd0c2
Represent alignment as a float; eliminates selects. (I havn't
...
yet decided whether these should be -1.0 ... +1.0, indicating
"fully left aligned" and "fully right aligned", or 0.0 ... 1.0,
indicating "anchor to this fractional position in m_size".
It may become the latter.)
2007-03-01 02:19:49 +00:00
Steve Checkoway
a06dc00e7a
Simplify.
2007-02-23 11:32:54 +00:00
Chris Danford
bc997f81d4
BitmapText::Rainbow -> RainbowScroll to fix naming confict with Actor::rainbow
2007-02-19 09:32:07 +00:00
Glenn Maynard
ae45448ade
use File in Lua; use Font in XML, for compatibility. Only XML's paths
...
need manual lookups.
2007-02-16 07:55:59 +00:00
Glenn Maynard
74838465c3
fix "Font" attribute
2007-02-16 06:34:46 +00:00
Glenn Maynard
7319b284ab
cacept paths like other actors
2007-02-15 11:27:17 +00:00
Glenn Maynard
ebb7189b88
add TextureUnit param to SetTextureMode
2007-02-13 04:59:05 +00:00
Glenn Maynard
4bff44a918
use SetTextureMode
2007-02-13 04:15:32 +00:00
Steve Checkoway
4517499f0f
lroundf -> lrintf.
2007-01-03 05:05:28 +00:00
Steve Checkoway
eb0b26cd82
Float to int is slow on ppc. It requires a store, a big stall, and then a load. It's even worse on a G5 if the compiler is dumb (and let's face it, I'm using gcc here...). Just use lroundf when we want an int. It will certainly be no slower.
2007-01-02 23:36:44 +00:00
Chris Danford
eca593e76a
cleanup Rainbow methods
...
add experimental Jitter effect
2006-12-07 07:49:22 +00:00
Glenn Maynard
5cc5462722
header cleanup
2006-11-21 05:17:01 +00:00
Steve Checkoway
30d9410b65
Unneeded.
2006-11-01 10:45:51 +00:00
Glenn Maynard
e11914d4bb
LoadFromNode(sDir, pNode) -> LoadFromNode(pNode)
2006-10-09 08:24:10 +00:00
Glenn Maynard
f1ca420069
use ActorUtil::GetWhere
2006-10-09 08:08:59 +00:00
Glenn Maynard
e0b788de16
unneeded LuaHelpers::RunAtExpressionS
2006-10-09 01:22:17 +00:00
Glenn Maynard
d188c2fd12
use GetName, GetValue
2006-10-02 06:12:42 +00:00
Glenn Maynard
c690fdcfe4
unify registration
2006-09-29 00:01:32 +00:00
Glenn Maynard
f4975f1f54
simpler Lua boilerplate
2006-09-27 20:30:29 +00:00
Glenn Maynard
c540417e23
transition
2006-09-26 20:29:34 +00:00
Steve Checkoway
6ea2a41b00
Cleanup RageException::Throw(). Do not use ssprintf() inside of Throw() and do not pass it bare error messages. Use RageException::Throw( "%s", sError.c_str() ); instead. Be consistent with quoting file names "%s" and theme metrics as "%s : %s". Try to make them complete English sentences when possible.
2006-09-17 01:19:19 +00:00
Glenn Maynard
f98dc30d93
still needed, but not for that
2006-08-20 19:32:57 +00:00
Jason Felds
2b7744c937
Tab cleanup.
2006-08-18 03:32:00 +00:00
Glenn Maynard
d0bcf2052d
RageTexture is a wrapper around RageDisplay's textures; RageDisplay
...
itself doesn't use it. Don't pass in RageTexture to SetTexture;
use RageDisplay's native texture handles.
2006-07-23 03:19:49 +00:00
Glenn Maynard
db86dbb519
fix if iPadding < 0
2006-06-25 04:00:34 +00:00