Commit Graph
66 Commits
Author SHA1 Message Date
Glenn Maynard 17ad7bb1bf getters 2007-01-15 04:17:15 +00:00
Glenn Maynard c3cf5ef59e remove ProcessMessages 2006-12-20 01:11:49 +00:00
Chris Danford b21ceca756 add guitar scoring 2006-11-15 23:34:48 +00:00
Glenn Maynard c86c218522 MessageToString -> MessageIDToString 2006-11-14 04:26:38 +00:00
Glenn Maynard 11e8d4b4c4 unused 2006-11-13 23:55:27 +00:00
Glenn Maynard 7e9ec10f3a work on allowing parameters to messages: pass a Message
struct, not just a string
2006-11-13 23:51:24 +00:00
Glenn Maynard c219f56a3b work on allowing parameters to messages: pass a Message
struct, not just a string
2006-11-13 23:07:02 +00:00
Glenn Maynard ec061bebc3 Message -> MessageID 2006-11-13 22:36:39 +00:00
Glenn Maynard 28724eb156 SongChanged -> SongModified (confusing with CurrentSongChanged) 2006-11-09 04:32:23 +00:00
John Bauer 592c27996d Originally, the AdjustSync class always saved to disk, even in edit mode.
In edit mode, though, AdjustSync should only save to memory, giving the
user a chance to save later.  This change adds a SongChanged message
to the MessageManager.  Making the ScreenEdit class listen to this
message allows the AdjustSync class to mark a song as dirty rather than
saving it to disk when in edit mode.

R=steve chekoway
2006-11-02 05:30:02 +00:00
Glenn Maynard 4b30d3552d A bizarre C++ wart wants us to declare FromStack overloads
before the ThemeMetric templates that use them.  That's broken
and unreasonable, so change this around a bit and make FromStack
(and Push) templates.

Push() takes a bit of a trick.  Some Push overloads push the
actual value: scalars (int, float), RageColor (pushes a table).
Others--most of them--push a reference to a C++ object.  We
want the scalars to have a reference parameter type, so we
don't make extra copies of things like RageColor when we push
them.  We need to pass C++ objects by pointer (we need to
push the actual object's pointer, not a pointer to a copy).
Further, pushing a scalar is a const operation, but pushing
a reference to an object is not.

To do both with the same template, we handle objects with
this slightly odd template:

template<> void LuaHelpers::Push<T*>( lua_State *L, T *const &pObject );

The actual overload (T) is eg. "Actor*"; this fits within the
general prototype, "Push(lua_State *L, const T &object)", giving
us a const reference to a (non-const) pointer to Actor, and we're
conceptually pushing the pointer.

The net effect of this is that 1: what was before compile errors
now becomes link time errors, but 2: these specializations
don't have to be in the headers (except for new ones for
Preference and BroadcastOnChange).
2006-10-07 01:22:28 +00:00
Glenn Maynard cd905f9372 simplify 2006-10-01 07:34:55 +00:00
Glenn Maynard 57ddaa78ef remove unused fDelayRemaining 2006-10-01 07:33:24 +00:00
Steve Checkoway 4365b8eb62 Spelling. 2006-06-12 09:57:40 +00:00
Chris Danford f40015aad9 move MadeChoice to a command played on the screen. Broadcasting it doesn't work if there are prepared screens. 2006-05-26 09:59:56 +00:00
Chris Danford 1189805ada 32 player messages 2006-04-21 00:34:36 +00:00
Chris Danford 16ecd09b9b 400ms between NotesWillCross messages 2006-04-04 21:45:10 +00:00
Chris Danford fc3312f9be broadcast on screen changed 2006-03-26 08:10:53 +00:00
Chris Danford e052ff7829 add FadingBanner to ScreenUnlockBrowse 2006-03-23 00:16:18 +00:00
Steve Checkoway 0e4899d83b Explicit. 2006-03-04 10:19:27 +00:00
Steve Checkoway bd9fe065c9 Fix spelling. 2006-02-21 11:24:53 +00:00
Steve Checkoway 1946083107 Don't change player one's course difficulty preferenes. Play a sound when the difficulty changes. 2006-02-20 04:25:53 +00:00
Chris Danford a05d1e8265 move message helper stuff out of Actor into a new base class so that it can be used w/o deriving from Actor 2006-02-06 01:26:52 +00:00
Chris Danford 6a1ef9d858 refresh mapping screen text when automapping is applied because of a joystick plug/unplug 2006-01-26 04:51:07 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Chris Danford cd9cf4c1e2 move some service menu actions from GameCommand into ScreenServiceAction 2005-11-29 23:15:11 +00:00
Chris Danford 6e5b3a5ed8 fix PrefsManager::m_sCurrentGame not current, so GamePrefs from Static.ini weren't being used 2005-10-28 01:44:19 +00:00
Glenn Maynard 1168414cf0 m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
2005-10-10 04:36:04 +00:00
Glenn Maynard b0df6d2d68 broadcast bPastHereWeGo 2005-10-10 02:24:58 +00:00
Chris Danford e628959ac0 move screen-specific BGAs into overlay and broadcast change messages instead
add lesson fail/pass logic
2005-09-12 06:21:30 +00:00
Chris Danford 9580a5f8a4 add "success/try again" looping logic to lesson mode 2005-09-09 21:49:29 +00:00
Glenn Maynard e04ab5e482 add SetWithoutBroadcast 2005-09-08 19:58:00 +00:00
Glenn Maynard 8ebdf38c71 Message_SortOrderChanged
no deque
2005-08-24 20:46:39 +00:00
Chris Danford 7191258c0a clean up enum Message names so that they match the corresponding strings 2005-08-14 07:29:48 +00:00
Chris Danford 68f8e632f0 Add new ScreenOptionsManageProfiles 2005-08-04 21:13:29 +00:00
Chris Danford 881001b6c6 broadcast on PlayMode changed 2005-07-25 03:59:24 +00:00
Glenn Maynard bd26915d01 don't use deque here; too big for Actor
(not a performance issue; we don't queue up tons of messages.  only use
deque when you really need constant time access to the beginning, eg.
for large objects, since deque has both memory overhead and is much
slower than vector for access to the end of the list, since it can't reserve like
vector can)
2005-07-19 06:34:00 +00:00
Chris Danford 691c7f0c68 don't cast to const on Get 2005-07-18 01:52:32 +00:00
Glenn Maynard 751f678a8a Instead of handling broadcasted messages immediately, queue them and
do them later in the update.  This allows threadsafety (sending messages from
other threadS), and will eventually be merged with ScreenMessages.  This
doesn't mean that all messages have to be delayed; we can send messages
to an actor directly, like SendMessageToTopScreen.  This only affects broadcasted
messages, which act like PostMessageToTopScreen(x, 0).
2005-07-12 03:07:54 +00:00
Chris Danford 6ab20c5ad9 more work on a new course editor 2005-06-28 08:11:30 +00:00
Chris Danford 7a1d736694 working on new course editor 2005-06-26 21:31:07 +00:00
Chris Danford 2a6dcba6e8 cleanup:
"GroupName" -> "SongGroup" to make room for CourseGroup
replace checks for "cvs" with a call to StripCvs()
m_Rows -> m_pRows
broadcast on preferred group changes
2005-06-23 08:05:09 +00:00
Steve Checkoway 4308c127cf Virtual dtor, even for pure virtual classes with no member variables. 2005-06-08 17:09:16 +00:00
Chris Danford d67d60e178 sync controls cleanup:
move sync display/saving out of complicated ScreenGameplay
  show sync UI in editor playback as well as gameplay
  revert sync from in-memory backup, not from disk
  move more functions into debug overlay
2005-05-19 23:29:39 +00:00
Chris Danford e504fb4e98 broadcast on changed course/trail 2005-05-18 07:14:19 +00:00
Chris Danford 16818e54c8 broadcast on style change 2005-05-07 08:34:20 +00:00
Chris Danford 49bbddcb74 broadcast players joined and finalized 2005-05-07 00:27:31 +00:00
Chris Danford 5ebf6942f8 broadcast on coin inserted 2005-05-06 19:51:29 +00:00
Chris Danford f7a594a49a add MadeChoice message 2005-05-04 09:58:12 +00:00
Chris Danford 4169ecfa61 add messages on movement in menus 2005-05-02 21:33:02 +00:00