Commit Graph
78 Commits
Author SHA1 Message Date
Chris Danford 2c693da0f7 broadcast ScoreChanged with params 2007-08-24 11:35:52 +00:00
Chris Danford 71492cd106 add PreferredStepsType, fix StepsType jumps when changing songs if multiple StepsTypes are shown 2007-05-15 19:32:39 +00:00
Glenn Maynard 464356151d better messages 2007-05-04 18:15:26 +00:00
Glenn Maynard d64294dc21 remove PlayersFinalized message 2007-04-16 18:45:51 +00:00
Chris Danford 43ef38383d separate CurrentStageIndex into separate number per game and per player. This allowed for staggered join periods. 2007-03-25 09:37:14 +00:00
Steve Checkoway e29a42f3f1 Work aorund a gcc bug where it is giving an error that the copy ctor is private even though it isn't being used. This has the unfortunate effect of turning compile time errors into link-time errors. 2007-03-19 03:43:14 +00:00
Glenn Maynard 37913e16a6 fix crash 2007-03-17 04:41:50 +00:00
Glenn Maynard c0e8327704 don't propagate broadcasts 2007-03-02 06:15:56 +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 67f372af09 SideJoinedP1, SideJoinedP2 -> PlayerJoined(P1)
move most of ScreenSystemLayer into Lua
2007-02-15 11:30:22 +00:00
Glenn Maynard 9bc27fb390 Messages and commands are nearly identical: they both have a name,
they can both have parameters stashed in a table, and they both play
stuff out of the actor command list.  Merge them; now the only
difference between playing and broadcasting a command is that playing
plays recursively on a tree and broadcasting sends to all subscribers.

The distinction between "messages" and "commands" is cosmetic now;
everything is a message.  The only thing special about commands intended
to be received as a broadcast is the "Message" suffix, which subscribes it.
2007-02-03 06:17:02 +00:00
Chris Danford 7b7817f613 remove unused AssistTickChanged message 2007-01-25 11:05:12 +00:00
Glenn Maynard 17ad7bb1bf getters 2007-01-15 04:17:15 +00:00
Glenn Maynard c3cf5ef59e remove ProcessMessages 2006-12-20 01:11:49 +00:00
Chris Danford b21ceca756 add guitar scoring 2006-11-15 23:34:48 +00:00
Glenn Maynard c86c218522 MessageToString -> MessageIDToString 2006-11-14 04:26:38 +00:00
Glenn Maynard 11e8d4b4c4 unused 2006-11-13 23:55:27 +00:00
Glenn Maynard 7e9ec10f3a work on allowing parameters to messages: pass a Message
struct, not just a string
2006-11-13 23:51:24 +00:00
Glenn Maynard c219f56a3b work on allowing parameters to messages: pass a Message
struct, not just a string
2006-11-13 23:07:02 +00:00
Glenn Maynard ec061bebc3 Message -> MessageID 2006-11-13 22:36:39 +00:00
Glenn Maynard 28724eb156 SongChanged -> SongModified (confusing with CurrentSongChanged) 2006-11-09 04:32:23 +00:00
John Bauer 592c27996d Originally, the AdjustSync class always saved to disk, even in edit mode.
In edit mode, though, AdjustSync should only save to memory, giving the
user a chance to save later.  This change adds a SongChanged message
to the MessageManager.  Making the ScreenEdit class listen to this
message allows the AdjustSync class to mark a song as dirty rather than
saving it to disk when in edit mode.

R=steve chekoway
2006-11-02 05:30:02 +00:00
Glenn Maynard 4b30d3552d A bizarre C++ wart wants us to declare FromStack overloads
before the ThemeMetric templates that use them.  That's broken
and unreasonable, so change this around a bit and make FromStack
(and Push) templates.

Push() takes a bit of a trick.  Some Push overloads push the
actual value: scalars (int, float), RageColor (pushes a table).
Others--most of them--push a reference to a C++ object.  We
want the scalars to have a reference parameter type, so we
don't make extra copies of things like RageColor when we push
them.  We need to pass C++ objects by pointer (we need to
push the actual object's pointer, not a pointer to a copy).
Further, pushing a scalar is a const operation, but pushing
a reference to an object is not.

To do both with the same template, we handle objects with
this slightly odd template:

template<> void LuaHelpers::Push<T*>( lua_State *L, T *const &pObject );

The actual overload (T) is eg. "Actor*"; this fits within the
general prototype, "Push(lua_State *L, const T &object)", giving
us a const reference to a (non-const) pointer to Actor, and we're
conceptually pushing the pointer.

The net effect of this is that 1: what was before compile errors
now becomes link time errors, but 2: these specializations
don't have to be in the headers (except for new ones for
Preference and BroadcastOnChange).
2006-10-07 01:22:28 +00:00
Glenn Maynard cd905f9372 simplify 2006-10-01 07:34:55 +00:00
Glenn Maynard 57ddaa78ef remove unused fDelayRemaining 2006-10-01 07:33:24 +00:00
Steve Checkoway 4365b8eb62 Spelling. 2006-06-12 09:57:40 +00:00
Chris Danford f40015aad9 move MadeChoice to a command played on the screen. Broadcasting it doesn't work if there are prepared screens. 2006-05-26 09:59:56 +00:00
Chris Danford 1189805ada 32 player messages 2006-04-21 00:34:36 +00:00
Chris Danford 16ecd09b9b 400ms between NotesWillCross messages 2006-04-04 21:45:10 +00:00
Chris Danford fc3312f9be broadcast on screen changed 2006-03-26 08:10:53 +00:00
Chris Danford e052ff7829 add FadingBanner to ScreenUnlockBrowse 2006-03-23 00:16:18 +00:00
Steve Checkoway 0e4899d83b Explicit. 2006-03-04 10:19:27 +00:00
Steve Checkoway bd9fe065c9 Fix spelling. 2006-02-21 11:24:53 +00:00
Steve Checkoway 1946083107 Don't change player one's course difficulty preferenes. Play a sound when the difficulty changes. 2006-02-20 04:25:53 +00:00
Chris Danford a05d1e8265 move message helper stuff out of Actor into a new base class so that it can be used w/o deriving from Actor 2006-02-06 01:26:52 +00:00
Chris Danford 6a1ef9d858 refresh mapping screen text when automapping is applied because of a joystick plug/unplug 2006-01-26 04:51:07 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Chris Danford cd9cf4c1e2 move some service menu actions from GameCommand into ScreenServiceAction 2005-11-29 23:15:11 +00:00
Chris Danford 6e5b3a5ed8 fix PrefsManager::m_sCurrentGame not current, so GamePrefs from Static.ini weren't being used 2005-10-28 01:44:19 +00:00
Glenn Maynard 1168414cf0 m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
2005-10-10 04:36:04 +00:00
Glenn Maynard b0df6d2d68 broadcast bPastHereWeGo 2005-10-10 02:24:58 +00:00
Chris Danford e628959ac0 move screen-specific BGAs into overlay and broadcast change messages instead
add lesson fail/pass logic
2005-09-12 06:21:30 +00:00
Chris Danford 9580a5f8a4 add "success/try again" looping logic to lesson mode 2005-09-09 21:49:29 +00:00
Glenn Maynard e04ab5e482 add SetWithoutBroadcast 2005-09-08 19:58:00 +00:00
Glenn Maynard 8ebdf38c71 Message_SortOrderChanged
no deque
2005-08-24 20:46:39 +00:00
Chris Danford 7191258c0a clean up enum Message names so that they match the corresponding strings 2005-08-14 07:29:48 +00:00
Chris Danford 68f8e632f0 Add new ScreenOptionsManageProfiles 2005-08-04 21:13:29 +00:00
Chris Danford 881001b6c6 broadcast on PlayMode changed 2005-07-25 03:59:24 +00:00
Glenn Maynard bd26915d01 don't use deque here; too big for Actor
(not a performance issue; we don't queue up tons of messages.  only use
deque when you really need constant time access to the beginning, eg.
for large objects, since deque has both memory overhead and is much
slower than vector for access to the end of the list, since it can't reserve like
vector can)
2005-07-19 06:34:00 +00:00
Chris Danford 691c7f0c68 don't cast to const on Get 2005-07-18 01:52:32 +00:00