Glenn Maynard
5506576d4c
fix up ScreenTestLights
2007-03-13 00:29:22 +00:00
Glenn Maynard
1adc7dcb0e
premium fix
2007-03-12 21:46:25 +00:00
Glenn Maynard
9dbd608085
bindings
2007-03-12 05:54:57 +00:00
Glenn Maynard
544c445b49
expose params
2007-03-12 01:27:10 +00:00
Glenn Maynard
c5717006dc
send TapNoteOffset
2007-03-11 04:55:45 +00:00
Glenn Maynard
b7c64f0b83
ArrowSpacing
2007-03-10 18:05:06 +00:00
Glenn Maynard
f5724a2aba
fix TimingWindowSecondsW5=0 causes late notes not to be judged
2007-03-09 18:47:03 +00:00
Glenn Maynard
53dcc71e11
don't log from here. This is used from Write, so write errors in logging
...
are causing infinite recursion.
2007-03-09 18:27:02 +00:00
Glenn Maynard
61c3a6244c
add VisualDelaySeconds
2007-03-09 01:22:09 +00:00
Glenn Maynard
0a928a1e45
fix crash. Don't reset with screens on the stack not expecting it.
2007-03-08 03:50:45 +00:00
Glenn Maynard
92554ae224
lower compare
...
Quantize(300, 0.001) is giving values like 300.000015
2007-03-08 01:33:23 +00:00
Glenn Maynard
398666793c
fix leaky textures
2007-03-07 22:46:31 +00:00
Glenn Maynard
a584f1b5be
rename EndScreen; that's a virtual from Screen. Why is there no way
...
to get a warning when virtual methods are overloaded without specifying
"virtual"?
2007-03-07 22:04:28 +00:00
Glenn Maynard
69a945cbf1
binding
2007-03-07 21:33:27 +00:00
Glenn Maynard
a156f62420
vc8
2007-03-07 20:19:55 +00:00
Glenn Maynard
7f18ab6333
always pair AssertNoGLError with FlushGLErrors. Otherwise,
...
AssertNoGLError can trigger for an error that happened a long
time ago, and there's no way of knowing where the real error
was.
2007-03-07 20:08:55 +00:00
Glenn Maynard
1d7383bdba
PlayerFailed message
2007-03-07 04:51:38 +00:00
Glenn Maynard
764402bca7
fixup: odn't use ScreenMetric outside of init
2007-03-07 03:58:16 +00:00
Glenn Maynard
62700dffa4
ArrowSpacing metric
2007-03-07 03:04:48 +00:00
Glenn Maynard
5cca5aa4dd
pull out basic multiplier
2007-03-07 03:01:23 +00:00
Glenn Maynard
3da4055c98
fix long delay, takes so long the period is nearly elapsed before it's
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visible
2007-03-07 02:54:54 +00:00
Glenn Maynard
2516651741
debugging
2007-03-07 00:09:25 +00:00
Glenn Maynard
1d208be68b
consistent on
2007-03-06 22:51:50 +00:00
Glenn Maynard
d5f6445a5e
fix double-counting reads below 0
2007-03-06 22:39:26 +00:00
Glenn Maynard
8a773bfab8
update
2007-03-06 04:25:08 +00:00
Glenn Maynard
d072708157
fix crashes
2007-03-06 04:23:30 +00:00
Glenn Maynard
485a28d541
better judge messages
2007-03-06 01:12:06 +00:00
Glenn Maynard
52aca4602b
do unhide
2007-03-05 23:50:38 +00:00
Glenn Maynard
60be259f3e
textHelp in Lua
2007-03-05 23:27:15 +00:00
Glenn Maynard
743f8ec257
SetTipsColonSeparated helper
2007-03-05 23:24:42 +00:00
Glenn Maynard
9c0d3f1d38
GetMetricF
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(this stuff needs simplification like ThemeManager did; later)
2007-03-05 04:41:56 +00:00
Glenn Maynard
ebadef6de5
add Sprite.LinearFrames
2007-03-05 04:19:04 +00:00
Glenn Maynard
7d872d9710
bindings
2007-03-04 03:03:40 +00:00
Glenn Maynard
efa4c68660
more cleanup
2007-03-03 21:19:46 +00:00
Glenn Maynard
d592ae58ae
cleanup
2007-03-03 21:19:28 +00:00
Glenn Maynard
081ddb2d53
cleanup
2007-03-03 21:08:09 +00:00
Glenn Maynard
522193f9c4
reduce eval redundancy
2007-03-03 21:07:52 +00:00
Glenn Maynard
3603f40a61
cleanup
2007-03-03 21:01:41 +00:00
Glenn Maynard
cf09cf0d7c
fix assert
2007-03-03 05:44:51 +00:00
Glenn Maynard
7f32fba3b7
fix reloading commands; don't rename and reload actors mid-screen
2007-03-03 04:54:22 +00:00
Glenn Maynard
b1952bff19
combo and judgement can be complex actors; allow changing which actors is
...
affected by realtime repositioning
2007-03-03 04:47:01 +00:00
Glenn Maynard
0c056ca597
fix reloading commands; don't rename and reload actors mid-screen
2007-03-03 04:45:33 +00:00
Glenn Maynard
9c27ca1139
unused
2007-03-03 04:44:07 +00:00
Glenn Maynard
02716cccda
fix Assertion 'm_textPercentRemainder.HasCommand("Off")' failed
2007-03-03 04:40:27 +00:00
Glenn Maynard
5b0e0525d8
remove unused
2007-03-03 04:23:20 +00:00
Glenn Maynard
9de9cba63e
unintended
2007-03-03 02:01:51 +00:00
Glenn Maynard
43ee764fde
remove unused DifficultyIcon. Do this in Lua if wanted.
2007-03-03 01:54:46 +00:00
Glenn Maynard
84e9905ae1
remove unused DifficultyMeter. Do this in Lua if wnated.
2007-03-03 01:43:19 +00:00
Glenn Maynard
ef8d796c96
same logic for combo positioning as judgement
2007-03-03 01:38:42 +00:00
Glenn Maynard
6b54a07f3c
unused
2007-03-03 01:31:08 +00:00
Glenn Maynard
c147bda34f
message parameters, not lua thread variables
2007-03-02 22:55:36 +00:00
Glenn Maynard
f11dc59e6f
removing graphics of unknown origin
2007-03-02 22:21:59 +00:00
Glenn Maynard
d8f11a452f
update JudgmentTransformCommand
2007-03-02 21:53:45 +00:00
Glenn Maynard
e2c82a665c
JudgmentTransformCommandFunction -> JudgmentTransformCommand
2007-03-02 21:52:10 +00:00
Glenn Maynard
4454a0aa8b
use a regular command for this
2007-03-02 21:50:13 +00:00
Glenn Maynard
69f4ff079a
update
2007-03-02 21:02:54 +00:00
Glenn Maynard
1e4b7b1260
Reduce Combo to an AutoActor. Send Combo messages to the
...
whole Player, like Judgment messages.
This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
2007-03-02 20:53:03 +00:00
Glenn Maynard
13063bdb98
handle Player var the same way for judgment and combo
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remove unused message
2007-03-02 20:35:59 +00:00
Glenn Maynard
5bcc46afc2
remove sprJudgmentFrame. Do this within Judgment.
2007-03-02 20:29:07 +00:00
Glenn Maynard
3784a0b82a
fixup
2007-03-02 06:56:13 +00:00
Glenn Maynard
4c9b90a480
do judgements in Lua
...
remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard
7116b55eab
judgements in lua
2007-03-02 06:44:45 +00:00
Glenn Maynard
c5daee77b6
bind GetNumStates
2007-03-02 06:16:45 +00:00
Glenn Maynard
3d32553a87
cleanup
2007-03-02 06:16:24 +00:00
Glenn Maynard
c0e8327704
don't propagate broadcasts
2007-03-02 06:15:56 +00:00
Glenn Maynard
f49cbb703e
don't SetJudgment here. UpdateJudgedRows will do it.
2007-03-02 06:15:08 +00:00
Glenn Maynard
07ed0ee670
PercentageDisplay usage update
2007-03-02 04:53:06 +00:00
Glenn Maynard
2da0ef9a0a
GetTapNoteScores, GetHoldNoteScores
2007-03-02 04:50:51 +00:00
Glenn Maynard
64f3aae6d6
remove debug
2007-03-01 23:40:53 +00:00
Glenn Maynard
c5a322a6a8
do some combo stuff in lua
2007-03-01 23:40:52 +00:00
Glenn Maynard
cce5062725
add missing
2007-03-01 23:21:55 +00:00
Glenn Maynard
f361dc7032
handle MultiPlayer judgements with message parameters to clean
...
up judgement handling
2007-03-01 21:22:37 +00:00
Glenn Maynard
a4e0b38d9a
AutoActor
2007-03-01 20:49:18 +00:00
Glenn Maynard
9a7c5aa0de
adjust align shortcut
2007-03-01 08:20:54 +00:00
Glenn Maynard
848e6eaa9b
remove old
2007-03-01 08:15:18 +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
6b9084a72d
cleanup
2007-03-01 04:30:40 +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
Glenn Maynard
f6b792490a
combo update
2007-03-01 00:45:56 +00:00
Glenn Maynard
79b39eeefa
update
2007-03-01 00:43:49 +00:00
Glenn Maynard
56d120e0ea
const
2007-03-01 00:03:32 +00:00
Glenn Maynard
3bd0ed7101
cleanup
2007-03-01 00:01:48 +00:00
Glenn Maynard
201cb80965
matrix fix
2007-02-28 05:03:15 +00:00
Glenn Maynard
702d7ffed6
ShowDifficultyMeters
2007-02-27 01:33:05 +00:00
Glenn Maynard
5367feb73f
ShowDifficultyMeters
...
(note: this approach is not recommended for new code. It's better to
control this stuff with Lua. This is just an interim before this stuff is
moved over to Lua, since I don't want to spend time converting it
right now.)
2007-02-27 01:25:38 +00:00
Glenn Maynard
ea27bbf7a9
lua
2007-02-27 01:13:53 +00:00
Glenn Maynard
d6784ea278
lua
2007-02-27 01:05:29 +00:00
Glenn Maynard
107c0e20c3
set PreviousScreen during BeginScreen
2007-02-26 08:24:11 +00:00
Glenn Maynard
aa34a3082d
remove OnCommand hacks
2007-02-26 03:24:38 +00:00
Glenn Maynard
08b5a9f697
odn't special case Transitions; send them an OnCommand from
...
BeginScreen, just like everything else
2007-02-26 03:13:54 +00:00
Glenn Maynard
67cfe0f4ad
remove Transition::GetLengthSeconds
2007-02-26 03:04:50 +00:00
Glenn Maynard
b54183937a
do SSO prompt in lua
2007-02-26 02:58:35 +00:00
Glenn Maynard
495b1ecc75
do this in lua
2007-02-26 02:52:42 +00:00
Glenn Maynard
61abaf660c
lua
2007-02-26 02:43:52 +00:00
Glenn Maynard
be6b6b3cfd
lua
2007-02-26 02:29:43 +00:00
Glenn Maynard
a80ca5c5cc
metrics
2007-02-26 01:48:58 +00:00
Glenn Maynard
79357a62e3
move start periods into metrics
...
This was originally derived from the transitions, to make the
start times automatically work when people change transitions.
That doesn't give enough control, though.
2007-02-26 01:46:50 +00:00
Glenn Maynard
69b562db23
clarify
2007-02-26 01:09:02 +00:00