Commit Graph
100 Commits
Author SHA1 Message Date
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
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
(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
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