Commit Graph

222 Commits

Author SHA1 Message Date
Steve Checkoway a0dfa4d06a Do this in metrics instead. 2007-02-19 04:25:07 +00:00
Steve Checkoway 8f18ee731d Stacked screens do not have a PrevScreen, they get popped. Fixes dialog box popping up after pressing escape at ScreenTextEntry. 2007-02-19 03:36:51 +00:00
Glenn Maynard fcf121feb0 add PlayCommandNoRecurse to fix PlayCommand hack 2007-02-10 05:42:25 +00:00
Glenn Maynard ef3b1b7218 MenuTimer is in SWME; move SM_MenuTimer there, too. (Screen no longer
needs GAMESTATE.)
2006-11-21 20:04:51 +00:00
Glenn Maynard 7ef6009567 Screen::JoinInput -> GameState::JoinInput 2006-11-21 19:57:58 +00:00
Glenn Maynard d591926ff7 Don't play sounds in JoinInput; let the caller do that.
Localize "only play start sound for the 2nd player who joins"
hack into ScreenSelect.
2006-11-21 19:52:18 +00:00
Glenn Maynard 39c60364be remove global 2006-11-02 04:54:39 +00:00
Glenn Maynard d879e4802a Move LoadingScreen to a global.
LoadingScreen is a variable that should be available to all loading
definitions.  Param does this currently, but I'm redesigning that, and this
particular case doesn't fit.  Conceptually, it really is a global (though
perhaps should be tucked away with an environment or something).
2006-10-14 02:37:15 +00:00
Glenn Maynard 45c85f0ebb unused 2006-10-01 00:04:02 +00:00
Glenn Maynard c690fdcfe4 unify registration 2006-09-29 00:01:32 +00:00
Glenn Maynard 4002071bea simpler Lua boilerplate 2006-09-27 19:47:52 +00:00
Glenn Maynard 3f40f6c796 unneeded 2006-09-15 06:06:36 +00:00
Glenn Maynard ad24ecb82c remove old 2006-09-15 05:29:16 +00:00
Glenn Maynard 47ef4873fb remove MenuX(pn) 2006-09-14 21:28:29 +00:00
Glenn Maynard c7dfb9f2ec MenuInput -> MenuButton 2006-09-14 20:52:34 +00:00
Glenn Maynard f1cd95828e remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID 2006-09-14 20:31:46 +00:00
Glenn Maynard ad809ec5fa simplify interface 2006-09-14 08:14:22 +00:00
Glenn Maynard 2b5cbe811f check the button press in the caller of JoinInput (so we
don't have to construct a fake input message in
ScreenSelectMaster::MenuStart)
2006-09-14 08:11:58 +00:00
Glenn Maynard aeb0c1be0b unwrap 2006-09-14 08:08:09 +00:00
Glenn Maynard 26a773d983 no need to MenuI.IsValid before comparing 2006-09-14 08:06:22 +00:00
Glenn Maynard 93844f840f simplify 2006-09-14 08:05:40 +00:00
Glenn Maynard 3157bb77d4 consolidate "delayed back" logic 2006-09-14 07:55:34 +00:00
Glenn Maynard 3fe68d7f7d simplify 2006-09-14 05:18:40 +00:00
Glenn Maynard 754f2edb0f JoinInput(MenuInput ) -> JoinInput(InputEventPlus) 2006-09-14 03:23:17 +00:00
Glenn Maynard c9c88f26c2 input.MenuI.player -> input.pn 2006-09-14 03:18:16 +00:00
Glenn Maynard c71d8f7425 IET_SLOW_REPEAT -> IET_REPEAT 2006-09-13 02:59:05 +00:00
Glenn Maynard d03db0c4f9 remove IET_FAST_REPEAT 2006-09-13 02:55:19 +00:00
Glenn Maynard c9ae1296d1 Add BeginCommand.
There are several initialization commands; they all serve distinct purposes.

InitCommand is run exactly once; it sets initial state, typically state which
never changes for the lifetime of the actor.  Copied actors will not call
this command again; they'll simply inherit the state from the original.

BeginCommand is run from BeginScreen, and is intended to set the actor up
for that run of the screen, as BeginScreen does for the screen.  This
includes setting text or graphics based on current game state; eg.
"settext,GAMESTATE:GetCurrentSong():GetDisplayFullTitle()".

OnCommand is also run from BeginScreen, and begins the actor's on tween.

BeginCommand are mostly equivalent; they're run from the same place.  BeginCommand
is intended to be used from base XML actors; OnCommand is set by derived XML
actors (explanation of this out of scope).  Also, OnCommand is run inconsistently,
at least in implementation, until the GenericTweenOn() transition is complete.
BeginCommand is not.

(As with all commands, this can be declared for the screen itself by using the
"ScreenBeginCommand" metric--untested.)
2006-07-01 05:33:49 +00:00
Glenn Maynard ec91c4030a remove OVERRIDE_LOCK_INPUT_SECONDS, LOCK_INPUT_SECONDS; handle "tiny lock" generally; don't move "lock by tween time" just yet 2006-06-27 23:15:56 +00:00
Glenn Maynard 0d10d38035 bind lockinput 2006-06-27 23:07:11 +00:00
Glenn Maynard 5795d2b5f6 merge m_fLockInputSecs's 2006-06-27 22:51:43 +00:00
Glenn Maynard 33d89da000 bind GetNextScreen 2006-06-25 20:06:06 +00:00
Glenn Maynard 3a10111e99 bleh. Too much doesn't use the standard StartTransitioning/Cancel paths; this needs to be transitioned. Don't need m_sPrevScreen, though. 2006-06-25 18:14:42 +00:00
Glenn Maynard b0055b0853 simplify. Don't separate "next" and "cancel" as much: to cancel, set the next screen to PREV_SCREEN, and use SM_GoToNextScreen. 2006-06-25 18:11:09 +00:00
Steve Checkoway c4835e0adb Revert. Reloading is a hack and shouldn't be part of the API. 2006-03-18 13:26:01 +00:00
Steve Checkoway 2dcdea5467 Add ReloadScreen(). 2006-03-18 11:02:20 +00:00
Glenn Maynard 84226e5d27 cleanup 2006-03-14 02:23:45 +00:00
Glenn Maynard 1c3d8baeeb Screen:PostScreenMessage 2006-02-24 01:09:42 +00:00
Glenn Maynard 0ad99bffc2 switch -> if 2006-02-24 00:20:41 +00:00
Chris Danford ce1526fcd9 tab fixup 2006-02-03 19:24:14 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Glenn Maynard 65e58afda2 ctor transition (stage 3 ...) 2006-01-15 20:38:51 +00:00
Glenn Maynard 1fe278b48d Transition away from Screen(sName), to Screen(); set the name just
before calling Init().  This will reduce the amount of repetitive
boilerplate code for screens, allowing a screen to have no explicit ctor.
2006-01-15 18:36:40 +00:00
Glenn Maynard 0ec8486dfa prefer to do work that needs m_sName in Init() (prep work for later stuff) 2006-01-15 09:09:34 +00:00
Glenn Maynard 51079573e2 reset m_sNextScreen and m_sPrevScreen in BeginScreen() 2006-01-15 08:28:00 +00:00
Glenn Maynard 6344476389 add ActorUtil::ActorParam helper 2006-01-14 05:27:29 +00:00
Glenn Maynard cdd516fd74 Eliminate SCREEN_WIDTH/HEIGHT from RDisplay. It's up to the
user code to pass the desired camera space dimensions to
LoadMenuPerspective (normally done by Screen).  SDimensions.h
is high-level.
2005-12-29 18:33:03 +00:00
Glenn Maynard 938bfeb7b0 add ActorUtil::SetParamFromStack, ActorUtil::GetParam. Save params to
a table, not as global variables.  Saving and loading from globals is still
around temporarily.
2005-10-29 01:28:29 +00:00
Glenn Maynard fde59d8464 set the loading screen, so actors can use it as an input variable 2005-10-28 22:47:11 +00:00
Glenn Maynard 6ea2f37a36 Change MenuUp(pn,type) overrides to MenuUp(IEP), so info like DeviceI.ts is always accessible. 2005-09-23 00:44:52 +00:00