Ben "root" Anderson
bde705ab0b
Place characters of right-to-left alphabets correctly.
2015-02-22 22:05:27 -06:00
Kyzentun
4f95bf08ad
Function chaining for actors and singletons.
2014-12-01 22:31:30 -07:00
Kyzentun
5487362902
Fixed ScreenPrompt::AnswerOnCommand metrics by calling LOAD_ALL_COMMANDS after the name was set.
2014-11-05 22:26:25 -07:00
Kyzentun
2834cded9e
Created tween queue and functions for BitmapText so the stroke color can be tweened.
2014-11-01 18:49:48 -06:00
Kyzentun
33a9b042b2
Added MaxDimensionUsesZoom to BMT copy constructor.
2014-09-07 22:56:50 -06:00
freem
4f84621244
add missing return statement to max_dimension_use_zoom lua binding
2014-09-04 20:10:02 -05:00
Kyzentun
b75679f3c1
Actually use the argument in SetMaxDimUseZoom.
2014-09-04 18:21:39 -06:00
Kyzentun
c6f598890b
Added max_dimension_use_zoom lua function to control whether an individual BitmapText uses the zoom in maxwidth calculations.
2014-09-04 18:04:51 -06:00
Kyzentun
f2fdaa0cf5
Massively improved Config Key/Joy Mappings screen.
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Warning is dismissable now, and cursor does not start in a position that will change a setting.
New special actions added: ClearToDefault, ReloadFromDisk, SaveToDisk, SetListMode. Exit is a special action.
Player is prompted to save when exiting screen instead of saving after every action.
Special actions fallback on Graphics/SMC action if they don't have their own.
Moved SMC overlay to Graphics/SMC warning.
Metrics for configuring input lock time, warning autodismiss time, lines visible, and NoSetListPrompt autodismiss time.
Header row added for cursor to start on.
ScreenMapControllers2 deleted as obsolete.
BitmapText:maxwidth changed to factor the zoom of the actor into the calculation.
2014-09-04 01:23:28 -06:00
sigatrev
d8b86fa3c5
make internal diffuse apply to bmt attributes
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diffuse from BitmapText attributes were not receiving internal diffuse
from their parent ActorFrames. This change waits until after the draw
cycle to reset the internal diffuse and glow, so any color applications
separate from generic diffuse can use the internal diffuse when desired.
2014-08-16 16:38:26 -05:00
Kyzentun
076d67132d
Reverted BitmapText::LoadFromNode back to previous logic.
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BitmapText now looks up font names in Fonts/ if the path doesn't resolve, so LoadFont is obsolete.
Added optional arg to ActorUtil::ResolvePath and GetAttrPath to make them not report an error when something is optional.
2014-07-29 12:09:40 -06:00
Kyzentun
273b76d3c7
ActorUtil::ResolvePath updated for error reporting. Changed BitmapText to work with either a font name or a path. ThemeManager::GetPathInfoRaw fixed to use correct error dialog. ThemeManager::GetPathInfo fixed to report correct error for missing theme elements.
2014-07-14 18:02:28 -06:00
Kyzentun
6cf23c4dc3
Changed many parts of GameCommand to improve error reporting. Fixed GameCommand setpref to not set when loading the command. Minor fix to ScreenOptionsExample.ini to explain that SongInCurrentSongGroup is unusable. CommonMetrics, CourseContentsList, HoldJudgent, OptionRowHandler all have minor changes to fix crashes on malformed theme data.
2014-07-14 15:41:04 -06:00
Kyzentun
026f968fa4
Changed many uses of Dialog::OK and LOG->Warn to use ReportScriptError.
2014-07-07 00:39:27 -06:00
Devin J. Pohly
59674ad6f2
BitmapText: check both File and Font as path
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Allow BitmapText to specify font from Theme/Fonts as well as locally,
using either the Font or the old-style File attribute.
2014-02-20 10:59:49 -05:00
Kyzentun
88ad09d293
Added distort function to BitmapText.
2014-02-12 18:13:49 -07:00
Jason Felds
a15cbc431d
War on -Werror, part 14: More hodgepodge.
2012-12-27 12:45:04 -05:00
Jason Felds
e86aeb66a8
war on -Werror, part 10: more informals.
2012-12-27 11:01:51 -05:00
Jason Felds
a085d0d1da
Line endings...be normalized!
2011-03-17 01:47:30 -04:00
Colby Klein
bcd87f8c17
Disable setting texture states, leave a comment.
2011-03-08 10:58:35 -08:00
Colby Klein
70d59c1c9b
Revert my original font change. I did mostly fix my optimization for it but it really was problematic. This whole block would probably have to be written differently.
2011-03-08 10:21:21 -08:00
AJ Kelly
76865a9a19
very minor whitespace removal
2011-03-02 01:19:53 -06:00
Colby Klein
5fe1ed811d
Don't try to draw nothing.
2011-02-27 20:47:11 -08:00
Colby Klein
e1e7db4758
Draw strings in batches. This results in glDrawArrays calls being dramatically reduced, although it's still not perfect. Note: This breaks drawing strings which use multiple maps.
2011-02-27 20:30:44 -08:00
AJ Kelly
8d4fa6a289
change comment order
2011-02-23 23:54:03 -06:00
Jason Felds
9d13036e08
Add @briefs to the Luna classes.
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Yeah...there was a lot. */
2011-02-19 12:26:18 -05:00
Jason Felds
1bed6d3630
De-Python-ize REGISTER_ACTOR_CLASS(*).
2011-02-18 23:55:41 -05:00
AJ Kelly
c630eea400
simplify textglowmode check
2011-01-11 14:12:39 -06:00
AJ Kelly
acb9099c75
comment/cleanup
2010-06-30 00:04:52 -05:00
AJ Kelly
6eb23862fa
various other cleanup
2010-05-22 10:12:20 -05:00
AJ Kelly
bfda4f2e23
some cleanup
2010-04-20 23:03:11 -05:00
AJ Kelly
04317c14ae
f8270c6, "draw glow using stroke texture" forces the BitmapText to glow both the inner and stroke elements. This makes BitmapText elementswith an invisible stroke have a glowing stroke instead. Not good.
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To combat this, I have developed the BitmapText::textglowmode command, along with the TextGlowMode enum.
Valid values include 'TextGlowMode_Inner', 'TextGlowMode_Stroke', 'TextGlowMode_Both'.
2010-03-12 19:47:08 -06:00
AJ Kelly
8ba30b523c
SM4SVN commits, all code by Chris Danford:
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* 57e8159: fix handling of noteskins with an uppercase letter
* 3be4d7e: track W4 full combo
* f8270c6: draw glow using stroke texture
2010-03-09 03:22:58 -06:00
AJ Kelly
02c7037721
sm-ssc v1.0 Public Beta 1 code changes
2010-03-01 00:44:39 -06:00
AJ Kelly
3e51544930
Initial commit.
2010-01-26 21:00:30 -06:00
Devin J. Pohly
80057f53cd
smsvn -> ssc-hg glue: rearrange directory structure
2013-06-10 15:38:43 -04:00