Commit Graph
25406 Commits
Author SHA1 Message Date
AJ Kelly 3608aaa0c5 if we're centering the menu, let's center the bitmaptext objects. also, xml -> lua 2007-04-02 16:54:44 +00:00
Steve Checkoway 0bf8bbfb88 Center the title menu a bit. 2007-04-02 09:29:27 +00:00
Steve Checkoway 9215f529f5 xml -> lua 2007-04-02 09:19:58 +00:00
Steve Checkoway 31b6d174a0 These note skins don't exist any more. Replace with default for now. 2007-04-02 08:42:23 +00:00
Steve Checkoway 02d65d68b8 Too noisy. 2007-04-02 08:32:40 +00:00
Steve Checkoway 04e1584a5b Only load commands once. 2007-04-02 08:18:08 +00:00
Steve Checkoway ed5823dc38 Use flat for extra stage 2. 2007-04-02 00:53:28 +00:00
Steve Checkoway 67f9ccce87 Add flat note skin. 2007-04-02 00:20:56 +00:00
Steve Checkoway fafa1b92b4 Move to ModsCommand. 2007-04-02 00:14:47 +00:00
Steve Checkoway 6aaa0f6b1b Fix extra stage by playing Mods before calling BeginScreen() on the music wheel. I'm not sure that this is the correct way to do this. 2007-04-02 00:14:11 +00:00
AJ Kelly a6adfbb75d small fix 2007-04-01 19:32:58 +00:00
Steve Checkoway 07a517da09 Better crash message. 2007-04-01 12:06:04 +00:00
Steve Checkoway dfe930eea9 Fix a crash with SDemo by using the current style if it is set. 2007-04-01 12:05:20 +00:00
Steve Checkoway 33e69bc576 Free the courses before the songs as per prior comments. 2007-04-01 11:24:40 +00:00
Steve Checkoway 8afb8b821f Cleanup. 2007-04-01 09:32:51 +00:00
Steve Checkoway 47b17ca841 Fix Roulette and Random. Both of these were picking a song immediately but making the wheel spinning noises.
Random looks like it was written with two behaviors in mind. The first is that it acts like Roulette except that where you are in the wheel has no correlation with the song picked and it stops spinning immediately. The second (which seems to have been added later), is to pick a song directly, a la Portal but without giving away any information about it. I went with the former since it was easier (less to clean up).

Roulette feels horribly wrong to me but at least the basic mechanics are there again. I think the Select() logic is wonky.
2007-04-01 09:26:53 +00:00
Steve Checkoway dbff8560a7 Scale the background here rather than in every piece of lua that loads them. This also fixes the last of the jerks between screens that load them separately. 2007-04-01 07:24:34 +00:00
Steve Checkoway 3817a695e1 Only human players can have beginner helpers. 2007-04-01 06:55:01 +00:00
Steve Checkoway e9b35b60dc Add debugging. Print out the first of the enum strings. 2007-04-01 06:48:18 +00:00
Steve Checkoway 4768fc55fb Fix oni. Use default. 2007-04-01 06:38:06 +00:00
Steve Checkoway 0f873f8282 Simplify. 2007-04-01 06:25:46 +00:00
Steve Checkoway 8bf6365464 Simplify. 2007-04-01 06:19:37 +00:00
Steve Checkoway 7febbc80ad Fix triggered assert in AfterStepsOrTrailChange. 2007-04-01 05:53:14 +00:00
Glenn Maynard c580a8af59 fix backwards (cosmetically) 2007-03-27 06:47:02 +00:00
Glenn Maynard d1a78c315d fix m_fTimestampOffset 2007-03-27 06:17:37 +00:00
Chris Danford edcfb9a990 Calculate stage based on the player with the highest current stage index. 2007-03-27 01:18:45 +00:00
Glenn Maynard a8e02fc40e GL_ARB_pixel_buffer_object check 2007-03-27 00:24:56 +00:00
Glenn Maynard dc8b481268 temporary fix for
004f2fec: void debug_crash(void) [00400000+f2fda+12]
004dc1f0: void sm_crash(char const *) [00400000+dc1d5+1b]
005aa73e: class Style const * GameManager::GetFirstCompatibleStyle(class Game const *,int,enum StepsType)const  [00400000+1aa6a9+95]
005ae440: void GameState::JoinPlayer(enum PlayerNumber) [00400000+1ae3c4+7c]
7c421201: MSVCP80!std::char_traits<char>::_Copy_s [7c420000+11ec+15]
00418707: void ScreenEditMenu::Init(void) [00400000+186ee+19]
2007-03-27 00:24:21 +00:00
Glenn Maynard d4b6b0b7b3 set width, so halign works 2007-03-26 23:20:24 +00:00
Glenn Maynard 6e7b44522e SetPosition 2007-03-26 22:54:21 +00:00
Glenn Maynard 2663f35be8 kill first draw after BeginScreen 2007-03-26 22:52:54 +00:00
Eric Gustafson 0c38c70124 avcodec.dll => avcodec-51.dll, avformat.dll => avformat.dll, avutil.dll => avutil-49.dll, add Data/Shaders 2007-03-26 04:11:22 +00:00
Steve Checkoway 923ef8eeb9 Add shaders. 2007-03-26 03:49:39 +00:00
Glenn Maynard 9f259ed879 simplify
bindings
looping
negative rates
2007-03-26 02:46:55 +00:00
Steve Checkoway 0a02a623a2 Swapped repeat and delay. 2007-03-26 00:38:45 +00:00
Glenn Maynard 55ab6954e8 update API 2007-03-26 00:35:14 +00:00
Steve Checkoway 5fb9c616d7 Set the repeat delay to a more reasonable 1.2 seconds instead of 12 seconds. That still seems slow. I am not sure what the intended value was. 2007-03-26 00:26:58 +00:00
Steve Checkoway a4e807bc80 Add files. 2007-03-26 00:06:43 +00:00
Steve Checkoway 812dd48169 Handle race condition more intelligently by invalidating in the callback itself. 2007-03-25 23:51:53 +00:00
Steve Checkoway fa53ebfc07 Call InputFilter::ButtonPressed() directly. 2007-03-25 23:44:22 +00:00
Steve Checkoway 5bfab179db Spacing. 2007-03-25 23:41:32 +00:00
Steve Checkoway ce89481346 wchar_t. 2007-03-25 23:35:58 +00:00
Glenn Maynard a8ee16a106 add texture autogen flag 2007-03-25 20:49:39 +00:00
Chris Danford 43ef38383d separate CurrentStageIndex into separate number per game and per player. This allowed for staggered join periods. 2007-03-25 09:37:14 +00:00
Glenn Maynard 813432c98d Split decode and convert, and do them on alternating frames. 2007-03-25 07:46:20 +00:00
Glenn Maynard 87f1f61021 MovieTextureDirectUpdates. Some drivers are stalling, can't
diagnose it right now ...
2007-03-25 07:45:23 +00:00
Glenn Maynard 0161b65ada Detect when movies have no B-frames, and set CODEC_FLAG_LOW_DELAY
on the next loop.  FFMpeg can't do this automatically, and it
avoids inconsistent CPU use caused by FFMpeg buffering the first
frame in case of B-frames.
2007-03-25 07:42:40 +00:00
Glenn Maynard 7c8691d661 fix timestamps 2007-03-25 04:26:18 +00:00
Glenn Maynard 3f5d83cb9c fix initializer 2007-03-25 04:04:23 +00:00
Glenn Maynard d80b09dd84 ret == 0 means EOF. Don't update the texture; it'll loop and update it again right away. This caused an update before the previous parallel unlock had finished, which apparently triggered the slow path in the driver and caused a 15ms skip. 2007-03-25 04:01:56 +00:00