Commit Graph

396 Commits

Author SHA1 Message Date
Chris Danford 6417e643d4 fix jumpy DifficultyList cursor on Random 2005-04-03 09:47:41 +00:00
Glenn Maynard 94c10e28f5 PREFSMAN->m_bScreenTestMode 2005-04-01 05:26:59 +00:00
Glenn Maynard a1405d64d8 don't wait for the wheel to settle before processing background loads after selecting random 2005-03-31 03:18:58 +00:00
Glenn Maynard dd364a2de9 use AddNumberSuffix 2005-03-31 02:57:51 +00:00
Chris Danford 79fa333e91 Sprite -> AutoActor 2005-03-30 17:43:34 +00:00
Chris Danford 23f0556912 add ShowCourseContents metric 2005-03-30 07:39:41 +00:00
Chris Danford f6e6ff688f don't call m_DifficultyList.SetFromGameState twice when changing music (fixes jumpy cursor) 2005-03-29 21:30:24 +00:00
Charles Lohr 8c5909ebe9 Modify AutoScreenMessage to keep map of all non-standard ScreenMessages.
This has a lot of advantages over the old ways.  Some of the initial ones are that
you can log a list of all screenmessages and their respective number and another
is that it would be fairly easy to add a reverse lookup, so you could get the name
of a ScreenMessage for log use by getting the ScreenMessage number.
2005-03-28 08:01:36 +00:00
Chris Danford bb6592a4e7 use float.h and limit.h constants instead of arbitrary large numbers 2005-03-25 20:01:51 +00:00
Chris Danford 880e42e1d3 fix conflicting ScreenMessage IDs by automatically generating unique values 2005-03-23 08:48:38 +00:00
Glenn Maynard 7ae7229418 on back, let ScreenWithMenuElements::Back stop the music. Abort background requests, so we don't restart music after the transition begins 2005-03-20 06:43:47 +00:00
Chris Danford 48e6cb1a69 rename back -> cancel because "back" conflicts with "background" 2005-03-20 06:14:41 +00:00
Chris Danford 1f112ae2ca fix Various showed as BPM for some courses with <= MAX_COURSE_ENTRIES_BEFORE_VARIOUS 2005-03-17 17:53:10 +00:00
Chris Danford 0eb271a1b1 allow specifying a custom MusicWheel type 2005-03-17 09:34:05 +00:00
Chris Danford ade579667b load all commands from metrics when the On command is played. This fixes skips when playing the Off command. 2005-03-13 20:44:26 +00:00
Chris Danford e76a84bcfd cleanup 2005-03-13 18:53:16 +00:00
Glenn Maynard a4a6d72342 fix warnings 2005-03-11 02:48:38 +00:00
Chris Danford 4b9a4e117b add MaxCourseEntriesBeforeShowVarious so that Artist doesn't scroll through 10s of values and BPM display doesn't display a meaningless range for endless courses 2005-03-10 23:57:53 +00:00
Chris Danford 2957b7939f mystery -> secret 2005-03-10 22:54:55 +00:00
Glenn Maynard b6eebd2517 cache GetPath results, since it may call GetPathTo, which will skip if it reads from the disk (perhaps we need a ThemePath<> cache type, like ThemeMetric<>) 2005-03-08 06:48:31 +00:00
Glenn Maynard e9dd20f0e2 cache fallback cdtitle 2005-03-08 06:35:58 +00:00
Glenn Maynard eadd3b3edb separate "low res loaded on startup" and "low res loaded on demand" banner modes 2005-03-08 01:39:32 +00:00
Chris Danford 0091b6d1d4 fix suffix for teens 2005-03-06 00:06:21 +00:00
Chris Danford 519b9bec3a add suffix to machine rank 2005-03-02 04:48:14 +00:00
Chris Danford 071f02a862 allow access to individual BroadcastOnChangePtrs within BroadcastOnChangePtr1D 2005-02-25 18:17:26 +00:00
Chris Danford 4104edcad9 use BroadcastOnChange wrappers 2005-02-25 05:27:28 +00:00
Glenn Maynard 0e59f3d135 Revert this, and do it differently: prefer the preferred song/course in
MusicWheel::SelectSongOrCourse instead of the active one.  The advantage
of this is that if, for example, a PreferredCourse is set, the player is playing
regular play (not course mode), and then switches to course mode via the
mode menu, the course will be selected correctly.  (Previously, it'd end up
on the default course in that case instead.)
2005-02-25 00:29:09 +00:00
Glenn Maynard 7f0ba99f77 Explicitly set the preferred song in SSM's ctor, instead of handling it in
the music wheel.  This way, we can re-set the preferred song at any time
and have it take effect when we get back to the wheel; previously, if
we'd already played a song, m_pCurSong would override it.
2005-02-24 22:31:11 +00:00
Chris Danford ab22e629d4 enforce that changed message is broadcast whenever value changes 2005-02-24 12:27:30 +00:00
Chris Danford 555d5aa2fe don't use Name/ID to load DifficultyMeter. We only need the Name at load time, so pass it into Load and don't save it in the Actor. 2005-02-23 20:40:46 +00:00
Glenn Maynard b51b0cfb4c Use Init() for all screens, so we can set state before the base class
members are loaded--they'll see resets, score finalization, etc.  It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
2005-02-23 06:29:05 +00:00
Chris Danford a2915c038b add TemporaryEventMode flag to GameState 2005-02-21 17:29:49 +00:00
Chris Danford bb712884bb move global StageStats into a singleton 2005-02-16 03:25:45 +00:00
Chris Danford 40c9e8fbe7 cache common metrics 2005-02-12 21:03:39 +00:00
Glenn Maynard 0c4f7889a5 remove comment 2005-02-09 08:20:10 +00:00
Chris Danford 1de61aa8ae split AutoActor into a separate file 2005-02-09 05:27:51 +00:00
Chris Danford 4223e09cc8 GetPathTo -> GetPath 2005-02-06 03:32:53 +00:00
Glenn Maynard 75d78a8d1c cleanup, cache 2005-02-02 05:19:10 +00:00
Glenn Maynard 78b75923e1 cache 2005-02-02 04:17:38 +00:00
Chris Danford a24bd3014c cleanup: "(PlayerNumber)" -> "" 2005-01-31 03:18:46 +00:00
Glenn Maynard 8d48438c15 ModeMenuAvailable metric removed; change Codes instead.
Merge the sort menu into the mode menu.
GAMESTATE->m_SortOrder is now GAMESTATE->m_PreferredSortOrder.
Allow the mode menu to have non-mutually-exclusive items.
2005-01-29 20:46:08 +00:00
Chris Danford 8555a6da45 use Lua to execute commands
(needs cleanup)
2005-01-26 11:21:43 +00:00
Glenn Maynard 6ca113d42e cleanup 2005-01-16 21:10:15 +00:00
Glenn Maynard dc7fcbc776 remove m_Overlay (duplicates ScreenWithMenuElements::m_sprOverlay) 2005-01-15 18:54:04 +00:00
Chris Danford f840c014a9 Move some player-specific data out of the bloated GameState class.
Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
2004-12-20 06:25:59 +00:00
Chris Danford 12d556c759 allow multiple, simultaneous prepared screens 2004-12-09 09:41:06 +00:00
Chris Danford 2b9d990e71 prefs name cleanup 2004-12-04 06:09:30 +00:00
Chris Danford ed19821e09 rename: ActorCommand -> Command
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford 7f336c2ce6 self-registering screen classes 2004-11-26 17:28:47 +00:00
Chris Danford 7cfa03acc7 metrics cleanup 2004-11-09 07:02:25 +00:00