Commit Graph

734 Commits

Author SHA1 Message Date
Glenn Maynard 6c8d5774fc remove old SDL stuff 2006-09-15 23:48:15 +00:00
Glenn Maynard 3f40f6c796 unneeded 2006-09-15 06:06:36 +00:00
Glenn Maynard c7dfb9f2ec MenuInput -> MenuButton 2006-09-14 20:52:34 +00:00
Glenn Maynard a05fe7e8ab simplify GameToMenu 2006-09-14 20:37:41 +00:00
Glenn Maynard 21d275e21c input.pn 2006-09-14 03:18:59 +00:00
Glenn Maynard 8859950d46 RememberInput after filling everything in 2006-09-14 03:11:38 +00:00
Glenn Maynard d5857acb3a A problem with removing StyleI.player: an obscure difference
between StyleI.player and MenuI.player is that StyleI is set even
if there's no attached MenuButton, and MenuI.player is set even
if there's no attached column.  That's an odd distinction, anyway.

Move input.MenuI.player to input.pn.  This also puts it in the
same place as input.mp.
2006-09-13 09:57:07 +00:00
Glenn Maynard e206261b80 ARRAYSIZE -> ARRAYLEN 2006-09-13 03:11:38 +00:00
Glenn Maynard 6d24d2f0b4 remove InputEventPlus::StyleI 2006-09-13 01:30:57 +00:00
Glenn Maynard 9139883e64 simplify 2006-09-13 01:18:11 +00:00
Glenn Maynard 6aec914bfc simplify 2006-09-13 01:18:10 +00:00
Glenn Maynard a2923556c9 alt-enter, etc. check modifier state at the time of the press 2006-09-08 04:16:10 +00:00
Glenn Maynard be6d3d4043 Include the complete input state with each input report.
This only deals with buttons being held, so won't cause
performance issues.

This deals with a general problem of the input layer:
you can query the current state of the inputs, but inputs
are received in a queue, causing inconsistencies.

This is why pressing enter during a load, then holding Alt
after pressing it, causes the game to switch fullscreen
after the load finishes; checking for "alt-enter" should
be checking if Alt was pressed when Enter was pressed,
not whether it's pressed right now.

Similarly, CodeDetector has difficulty handling a "Right-Left"
and a "Left-Right" code simultaneously.  If both buttons
are pressed quickly, it needs to check whether Right was
pressed at the time Left was reported, not at the time
EnteredCode was called.
2006-09-08 04:03:14 +00:00
Glenn Maynard 4da8857f1d Simplify InputQueue: use InputEventPlus. This has the
timestamp it needs, and we can match MenuI from it without
doing extra conversions.
2006-09-08 03:16:35 +00:00
Glenn Maynard dc531b59e4 don't derive InputEvent from DeviceInput 2006-09-08 01:11:18 +00:00
Glenn Maynard fb99227ff1 don't bother typedefing this
no static
2006-09-07 23:57:24 +00:00
Steve Checkoway c6eb78a3cf Add a file for user warnings, userlog.txt. Until now, these types of warnings have either been cluttering info.txt or buried in log.txt where no sane user would want to look. 2006-09-03 05:14:18 +00:00
Steve Checkoway 0df9785a79 Fix input strangeness. I don't understand the rational for setting mp when GAMESTATE->m_bMultiplayer is false, but this preserves that changing Game, Style, and Menu inputs when it is false. 2006-09-03 02:01:43 +00:00
Steve Checkoway 136915b798 Simplify. 2006-09-02 19:50:59 +00:00
Chris Danford 1e6f968d8e add AdditionalCourseFolders pref 2006-08-14 20:05:35 +00:00
Steve Checkoway 608261a152 Add optional Init(). This can be used so that HOOKS is set and accessible during the child crash handler by moving that code to Init(). 2006-08-12 22:06:19 +00:00
Steve Checkoway b9216dcc97 Don't load songs with just dumping strings. 2006-08-08 10:54:33 +00:00
Steve Checkoway 2654587e16 --ExportLuaInformation. Add a stylesheet. (Not finished yet.) 2006-08-08 10:25:19 +00:00
Steve Checkoway 87e4f8b49f Rename ExportNsisStrings.* to ExportStrings.* and add a function (and a command line option) to produce an XML file containing information about lua. 2006-08-08 07:47:16 +00:00
Steve Checkoway a07e194cf1 Revert. Fixes Linux build. 2006-07-18 05:51:37 +00:00
Jason Felds 366c3440d4 Fix VC8 macro redef warning. (more to come) 2006-07-18 03:56:37 +00:00
Glenn Maynard 7a4bfabf3b always set mp 2006-07-01 03:51:46 +00:00
Ben Anderson 38a7ff109e NSIS is only used on Windows. 2006-06-15 02:21:47 +00:00
Steve Checkoway 288d9c70e5 Fix crash caused by loading edit courses from profiles. 2006-06-14 05:43:50 +00:00
Chris Danford b20d7aca3c move installer strings to .ini files for easier importing 2006-06-09 03:34:36 +00:00
Chris Danford f22d32f70a fix catalog.xml out of date after reloading songs 2006-05-16 06:01:12 +00:00
Chris Danford 53e7a42ce5 automatically move unlocks to the bottom of the preferred sort list 2006-05-01 12:45:07 +00:00
Chris Danford 82c56f6589 hack for testing 32 joysticks 2006-04-21 00:15:35 +00:00
Chris Danford 27c7482556 hide songs loaded from AdditionalSongFolders 2006-04-04 21:52:54 +00:00
Steve Checkoway 3e9c9141fe Fix declared extern and then redeclared static warning. 2006-03-12 23:39:54 +00:00
Chris Danford 15268245ff fix edits don't show immediately after copying
fix ResetPreferences doesn't apply the new video/sound values
2006-03-12 06:56:48 +00:00
Chris Danford d87a17a034 PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-25 23:59:32 +00:00
Glenn Maynard 171dc26845 Fix RageException::Throw during concurrent loading crashes. 2006-02-24 03:15:25 +00:00
Steve Checkoway 165d6e5096 Silence warning. 2006-02-18 21:22:02 +00:00
Steve Checkoway 1b15a88f17 Static. 2006-02-18 21:17:24 +00:00
Glenn Maynard 1597b6fe22 Don't store PREFSMAN->m_iRefreshRate from the actual settings
if the setting was "don't care".

This wasn't possible previously, since code expected PREFSMAN
settings to line up with the actual settings; now, use
DISPLAY->GetActualVideoModeParams.
2006-02-07 08:16:45 +00:00
Glenn Maynard 2a6d75848f split out GetActualGraphicOptionsString 2006-02-07 07:40:12 +00:00
Steve Checkoway 0b9330ccf6 Fix abort at runtime. 2006-02-07 06:08:30 +00:00
Chris Danford 2ff000fc8a give up on auto AR. Handling the AR when the resolution is falling back is more complicated than it's worth. 2006-02-07 00:55:03 +00:00
Chris Danford bcf84d9bda re-add Auto AR. Tie it to the desktop resolution which does not change when toggling between fullscreen and windowed. This assumes that the desktop resolution is using square pixels. This assumption will hold true for all out-of-the-box machines with a widescreen display. 2006-02-06 23:40:28 +00:00
Chris Danford dd992f69c0 fix D3D init 2006-02-06 22:38:30 +00:00
Chris Danford dbafa29a88 make RageDisplay::Init virtual to remove dupe code 2006-02-06 20:14:02 +00:00
Chris Danford 70479fd0c4 tab cleanup
no need to fall back to opengl on xbox
2006-02-06 18:23:30 +00:00
Glenn Maynard b76358d6cf cleanup 2006-02-04 02:36:14 +00:00
Glenn Maynard 7df95cd0d4 ScreenType is being overloaded in incompatible ways:
- the editor sets "system_menu" to trick StepMania.cpp into not
   allowing the operator menu button, to prevent losing data;
 - the editor also sets "gameplay" in "playback" mode to influence
   ScreenSyncOverlay and ScreenDebugOverlay; this breaks the above,
   allowing scroll lock in play mode.

A similar problem happens when we push screens: scroll lock works
in the MiniMenus in the editor.

It's semantically unintuitive to call the editor a "system_menu", anyway.

Split out AllowOperatorMenuButton, and use it directly.  Check all
screens, and don't allow it if any screen on the stack disallows it.
2006-02-01 06:54:15 +00:00