Glenn Maynard
3bc7d64c79
JoinInput always joins both players in AutoJoin
2008-06-11 22:22:09 +00:00
Glenn Maynard
bc0cf8acd1
AutoJoin logic change: Rather than always joining on any coin input,
...
join on the first JoinInput; later (if more coins are input), join
on coin input if there's already a player joined. This means coin
inputs never join the first player, which implies that coin inputs
can only autojoin a player if it's in a place where players are supposed
to be joined.
This avoids problems with joining too early, eg. in Attract before
Reset.
2008-06-11 22:19:43 +00:00
Glenn Maynard
2e1705ac46
This is a bit spaghetti right now, and this is compounding it further, so let's
...
look at all the cases:
Generic ScreenSelect, eg. ScreenSelectStyle:
A non-joined player START press can join. On successful join, discard the
input; the start press that joins the player should not also make a selection
on the menu. Non-joined players can make no other inputs. (ALLOW_DISABLED_PLAYER_INPUT
is false.)
- on start press
- attempt to join the player; if successful:
- play start sound (normally done by the derived class, eg. ScreenSelectMaster::MenuStart,
but we're not going there)
- return, so this start press that just joined the player doesn't also make a selection
- any other button, return and ignore the press ("block input of disabled players")
- on any other button press, just ignore it
ScreenJoin:
Pressing start on a non-joined player joins the player, and unlike the generic case,
it also passes the start press on as input, selecting the default option and starting the
game. (ALLOW_DISABLED_PLAYER_INPUT is true.)
We don't have any visible menu selections, so other player inputs don't matter.
- This screen assumes that a player can join, and that the first successful join
will move on. Pressing start and having it not join has never been tested or
used, and in fact crashes: it'll be passed on as a selection, and
SM_BeginFadingOut dies, because m_MasterPlayerNumber is invalid.
ScreenTitleMenu:
Like SJoin, pressing start will select the current option and start the game. Unlike
SJoin, this screen has options; arrow key inputs on a non-joined player must be
passed on, so the cursor can be moved. (ALLOW_DISABLED_PLAYER_INPUT is true.)
This "always joins" assumption is bad, and was probably never intended. Fix by
never allowing start on a non-joined player (unless the start just joined the
player, in which case he'll be joined by the time of this check).
2008-06-11 22:13:26 +00:00
Glenn Maynard
4c369600a8
revert Message_PlayerJoined. This logic is changing.
2008-06-11 22:09:47 +00:00
Glenn Maynard
3d2321887d
reenable sound in Cancel(), rather than as a special case in the input, so it works if someone else calls Cancel
2008-06-11 22:05:49 +00:00
Glenn Maynard
04f43dae61
always move on if a player joins in SAttract, even if it's not the screen who caused it
2008-06-11 22:02:37 +00:00
Glenn Maynard
2c93c2d79c
reenable sound in Cancel(), rather than as a special case in the input, so it works if someone else calls Cancel
2008-06-11 22:01:33 +00:00
Chris Danford
1f820776d1
ShowUpcoming for Hold heads
2008-06-10 20:33:48 +00:00
Chris Danford
c4ca429376
use button symbols in help text
2008-06-09 21:18:02 +00:00
Mike Hawkins
5eb2e83d68
Metric to hide the easy song flag on the MusicWheel (fix when using a transparent graphic for this flag and the song has multiple flags; this prevents the flag cycle from flashing an empty flag)
2008-06-07 22:47:53 +00:00
Mike Hawkins
a799ce1b36
#SELECTABLE - don't exclude simfiles if they use 3.9+ exclusive settings in this tag
2008-06-07 19:27:48 +00:00
Glenn Maynard
84666e25b3
fix AutoJoin keeps pressing start in free play
2008-06-07 03:22:33 +00:00
Glenn Maynard
d862ba776e
fix AutoJoin in free/home: join both players
2008-06-07 03:21:24 +00:00
Glenn Maynard
bd5173fae8
fix snd_pcm_mmap_writei undocumented EAGAIN return value
2008-06-07 01:54:46 +00:00
Chris Danford
059ae3868f
move NoteUpcoming message playing into ReceptorArrow
2008-06-07 01:12:39 +00:00
Glenn Maynard
1414ff7c19
Fix inconsistency between DItoGI and GItoDI. ReadMappings was updating GItoDI and we didn't update DItoGI; AddDefaultMappings would then not add the keyboard mappings (since that uses DItoGI), and we'd end up with keyboard buttons half-mapped.
2008-06-06 23:40:03 +00:00
Glenn Maynard
1a31c337c6
fix empty statement warning
2008-06-06 18:38:07 +00:00
Chris Danford
605aac7472
send NoteUpcoming messages to receptors
2008-06-04 00:09:43 +00:00
Chris Danford
7fa2fd1f59
help text fixup
2008-06-03 12:02:48 +00:00
Chris Danford
cc3e8589ef
add AllowExtra2
2008-06-02 10:06:51 +00:00
Chris Danford
ba9a585d51
separate select music help text string
2008-06-02 09:34:58 +00:00
Chris Danford
065836551a
help text fixup
2008-06-02 00:34:01 +00:00
Chris Danford
4348415e0b
specify metric or string in error messages for easier tracing
2008-06-02 00:29:46 +00:00
Mike Hawkins
fc73f81240
Fixing conditional for bBright variable; missing check for bBlind
2008-05-30 03:01:17 +00:00
Mike Hawkins
967d468fbb
Removed inserted SVN data from file, reattempting commit
2008-05-30 02:59:54 +00:00
Mike Hawkins
81bb2aeb93
Blind modifier fix - code improvement as suggested
2008-05-30 02:58:25 +00:00
Colby Klein
34913d4095
Remove references to bold and pump noteskins.
2008-05-30 01:51:13 +00:00
Colby Klein
e1e097b548
Add KB7 game mode, as requested by some in the community
2008-05-30 01:29:46 +00:00
Mike Hawkins
067c6a021e
Blind modifier fix (ghost arrow row was still showing judgement colors while blind was on)
2008-05-30 01:13:55 +00:00
Mike Hawkins
25b13dfcdf
Song Attacks modifier (course-style scripted mods in regular single play)
2008-05-30 01:09:00 +00:00
Chris Danford
316f9b511f
fix sync info showing when autosync is off
2008-05-28 10:14:37 +00:00
Glenn Maynard
b3e3ab1187
allow using ScreenContinue without mandatory timer wait
2008-05-28 01:28:35 +00:00
Glenn Maynard
e34d6d7195
ScreenWithMenuElements -> ScreenWithMenuElementsSimple
2008-05-28 01:27:35 +00:00
Glenn Maynard
43daaf5a1f
Fix crash on join when SSM is preloaded but doesn't have focus.
2008-05-28 01:21:52 +00:00
Glenn Maynard
29936c8a2d
Don't respond to players joining by catching GB_START; other code can cause a join, too. Watch the Message_PlayerJoined message instead.
2008-05-28 00:53:42 +00:00
Glenn Maynard
a4b30a4cb0
move HandleMessage near HandleScreenMessage
2008-05-28 00:49:02 +00:00
Glenn Maynard
7e86936af7
Don't respond to players joining by catching GB_START; other code can cause a join, too. Watch the Message_PlayerJoined message instead.
2008-05-28 00:48:15 +00:00
Glenn Maynard
e333836a89
Don't respond to players joining by catching GB_START; other code can cause a join, too. Watch the Message_PlayerJoined message instead.
2008-05-28 00:43:42 +00:00
Glenn Maynard
94f4ea32e4
fix missing base call
2008-05-28 00:41:40 +00:00
Glenn Maynard
ba6a4c4feb
experimental: AutoJoin, join players immediately (or as soon as possible) when enough coins are inserted
2008-05-27 20:51:18 +00:00
Glenn Maynard
0bd98720fe
allow start to move on in attract even if there aren't enough credits if a player is already joined
2008-05-27 20:32:04 +00:00
Glenn Maynard
a191c25a13
readd missing operator= (needed for STL use)
2008-05-27 17:40:30 +00:00
Glenn Maynard
aa99cab574
experimental input mode: left/right always changes row, start toggles selected item; gives the same navigation for the main service menu and submenus
2008-05-27 17:37:34 +00:00
Glenn Maynard
f832fff3d2
experimental input mode: left/right always changes row, start toggles selected item; gives the same navigation for the main service menu and submenus
2008-05-27 17:37:01 +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
94c489bae0
experimental doubleres texture saving. Generates bitmaps using 2x the specified font size and adds doubleres texture hint to the file names. The UI previews don't reflect the doubleres texture (worth the effort?)
2008-05-27 10:07:24 +00:00
Chris Danford
3793272aaa
Display -> FontViewAndCloseUp, UpdateSample -> UpdateCloseUp. Fix leak of CloseUp bitmap.
2008-05-27 08:56:36 +00:00
Chris Danford
0aa00e9e5a
add DoubleRes UI stubs, add 'Bold' to saved file name
2008-05-27 08:54:26 +00:00
Steve Checkoway
1fedb46955
We don't even use ffmpeg's software image scalar, but the directory and some of its contents need to be present to build ffmpeg. The version is tied to mplayer rather than to ffmpeg so grab an arbitrary version that allows ffmpeg to compile.
2008-05-27 05:51:34 +00:00
Chris Danford
e067a0a836
partial ScreenLegal
2008-05-27 00:19:37 +00:00