Glenn Maynard
3fe68d7f7d
simplify
2006-09-14 05:18:40 +00:00
Glenn Maynard
754f2edb0f
JoinInput(MenuInput ) -> JoinInput(InputEventPlus)
2006-09-14 03:23:17 +00:00
Glenn Maynard
c9c88f26c2
input.MenuI.player -> input.pn
2006-09-14 03:18:16 +00:00
Glenn Maynard
c71d8f7425
IET_SLOW_REPEAT -> IET_REPEAT
2006-09-13 02:59:05 +00:00
Glenn Maynard
d03db0c4f9
remove IET_FAST_REPEAT
2006-09-13 02:55:19 +00:00
Glenn Maynard
c9ae1296d1
Add BeginCommand.
...
There are several initialization commands; they all serve distinct purposes.
InitCommand is run exactly once; it sets initial state, typically state which
never changes for the lifetime of the actor. Copied actors will not call
this command again; they'll simply inherit the state from the original.
BeginCommand is run from BeginScreen, and is intended to set the actor up
for that run of the screen, as BeginScreen does for the screen. This
includes setting text or graphics based on current game state; eg.
"settext,GAMESTATE:GetCurrentSong():GetDisplayFullTitle()".
OnCommand is also run from BeginScreen, and begins the actor's on tween.
BeginCommand are mostly equivalent; they're run from the same place. BeginCommand
is intended to be used from base XML actors; OnCommand is set by derived XML
actors (explanation of this out of scope). Also, OnCommand is run inconsistently,
at least in implementation, until the GenericTweenOn() transition is complete.
BeginCommand is not.
(As with all commands, this can be declared for the screen itself by using the
"ScreenBeginCommand" metric--untested.)
2006-07-01 05:33:49 +00:00
Glenn Maynard
ec91c4030a
remove OVERRIDE_LOCK_INPUT_SECONDS, LOCK_INPUT_SECONDS; handle "tiny lock" generally; don't move "lock by tween time" just yet
2006-06-27 23:15:56 +00:00
Glenn Maynard
0d10d38035
bind lockinput
2006-06-27 23:07:11 +00:00
Glenn Maynard
5795d2b5f6
merge m_fLockInputSecs's
2006-06-27 22:51:43 +00:00
Glenn Maynard
33d89da000
bind GetNextScreen
2006-06-25 20:06:06 +00:00
Glenn Maynard
3a10111e99
bleh. Too much doesn't use the standard StartTransitioning/Cancel paths; this needs to be transitioned. Don't need m_sPrevScreen, though.
2006-06-25 18:14:42 +00:00
Glenn Maynard
b0055b0853
simplify. Don't separate "next" and "cancel" as much: to cancel, set the next screen to PREV_SCREEN, and use SM_GoToNextScreen.
2006-06-25 18:11:09 +00:00
Steve Checkoway
c4835e0adb
Revert. Reloading is a hack and shouldn't be part of the API.
2006-03-18 13:26:01 +00:00
Steve Checkoway
2dcdea5467
Add ReloadScreen().
2006-03-18 11:02:20 +00:00
Glenn Maynard
84226e5d27
cleanup
2006-03-14 02:23:45 +00:00
Glenn Maynard
1c3d8baeeb
Screen:PostScreenMessage
2006-02-24 01:09:42 +00:00
Glenn Maynard
0ad99bffc2
switch -> if
2006-02-24 00:20:41 +00:00
Chris Danford
ce1526fcd9
tab fixup
2006-02-03 19:24:14 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
65e58afda2
ctor transition (stage 3 ...)
2006-01-15 20:38:51 +00:00
Glenn Maynard
1fe278b48d
Transition away from Screen(sName), to Screen(); set the name just
...
before calling Init(). This will reduce the amount of repetitive
boilerplate code for screens, allowing a screen to have no explicit ctor.
2006-01-15 18:36:40 +00:00
Glenn Maynard
0ec8486dfa
prefer to do work that needs m_sName in Init() (prep work for later stuff)
2006-01-15 09:09:34 +00:00
Glenn Maynard
51079573e2
reset m_sNextScreen and m_sPrevScreen in BeginScreen()
2006-01-15 08:28:00 +00:00
Glenn Maynard
6344476389
add ActorUtil::ActorParam helper
2006-01-14 05:27:29 +00:00
Glenn Maynard
cdd516fd74
Eliminate SCREEN_WIDTH/HEIGHT from RDisplay. It's up to the
...
user code to pass the desired camera space dimensions to
LoadMenuPerspective (normally done by Screen). SDimensions.h
is high-level.
2005-12-29 18:33:03 +00:00
Glenn Maynard
938bfeb7b0
add ActorUtil::SetParamFromStack, ActorUtil::GetParam. Save params to
...
a table, not as global variables. Saving and loading from globals is still
around temporarily.
2005-10-29 01:28:29 +00:00
Glenn Maynard
fde59d8464
set the loading screen, so actors can use it as an input variable
2005-10-28 22:47:11 +00:00
Glenn Maynard
6ea2f37a36
Change MenuUp(pn,type) overrides to MenuUp(IEP), so info like DeviceI.ts is always accessible.
2005-09-23 00:44:52 +00:00
Glenn Maynard
8b9bf0d31a
load all commands for screens
2005-09-07 20:44:43 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Glenn Maynard
3791a8058a
This is still needed: we process delayed screen loads in the ScreenManager update *after* updating screens.
2005-08-14 21:14:54 +00:00
Glenn Maynard
74cbecfa7e
different ScreenMessages sent on pop is expected to be a more commonly
...
used way of communicating between screens; make it easier to use.
2005-08-14 01:56:37 +00:00
Glenn Maynard
7a06b9edbe
InitCommand -> ScreenInitCommand
2005-08-03 00:47:33 +00:00
Glenn Maynard
7102b1338b
run ScreenOnCommand in BeginScreen
2005-08-03 00:39:21 +00:00
Glenn Maynard
cfdbe5a134
fix crash
2005-07-29 03:22:48 +00:00
Glenn Maynard
b293a4490f
ironing out preloading logic
2005-07-23 01:18:48 +00:00
Glenn Maynard
28b3336f64
prepare and group screens in the screen using them, not in the screen
...
going to that screen (eg. not in GameCommand)
2005-07-22 23:08:28 +00:00
Glenn Maynard
86f3b4a6b5
Screen::GetNextScreen, Screen::GetPrevScreen
2005-07-22 09:11:17 +00:00
Glenn Maynard
f8f65d0a48
changing prepared screen logic; DeletePreparedScreens will be done
...
automatically
2005-07-22 07:02:20 +00:00
Glenn Maynard
019000a40e
remove m_bIsTransparent
2005-07-19 21:01:50 +00:00
Glenn Maynard
4a416d34d0
Screen, ScreenWithMenuElements bindings
2005-07-12 05:44:54 +00:00
Glenn Maynard
75b937a28b
testing
2005-07-12 02:23:11 +00:00
Glenn Maynard
47b3965186
cleanup
2005-07-11 23:42:45 +00:00
Glenn Maynard
96278f2eca
cleanup
2005-07-01 04:42:30 +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
5c16cabf0d
move CoinMode toggle entirely into debug menu
...
add mute to debug menu
2005-05-16 22:23:20 +00:00
Chris Danford
49bbddcb74
broadcast players joined and finalized
2005-05-07 00:27:31 +00:00
Chris Danford
820fb0b361
broadcast on Preference changes
2005-05-06 20:41:05 +00:00
Chris Danford
18e3ad2666
add Init command to Screen
2005-05-03 09:13:43 +00:00
Chris Danford
b9e8f4d7b0
fix coin mode toggling
2005-04-29 18:20:16 +00:00