Chris Danford
7578fed39a
add SetMaxHeight
2005-04-15 12:25:59 +00:00
Chris Danford
66a30e72b8
optimize: Add GetTimeSinceStartFast() that caches the time for archs where GetMicrosecondsSinceStart() is slow
2005-03-21 21:40:07 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +00:00
Glenn Maynard
fc1c863f8a
omit semicolon, so REGISTER_ACTOR_CLASS(x) can't be parsed as
...
a prototype
2005-02-23 19:09:13 +00:00
Chris Danford
ef80deedc4
cleanup: use class registration to create actors
2005-02-23 02:14:06 +00:00
Chris Danford
1de61aa8ae
split AutoActor into a separate file
2005-02-09 05:27:51 +00:00
Chris Danford
68dd253720
use templated classes instead of macros for easier debugging
2005-01-31 08:05:27 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
...
(needs cleanup)
2005-01-26 11:21:43 +00:00
Glenn Maynard
37fe56a4f7
cosmetic
2005-01-16 20:37:08 +00:00
Chris Danford
f1dbeb2334
cleanup
2005-01-16 07:08:58 +00:00
Glenn Maynard
8a29cc0459
remove separate glow modes
2005-01-08 22:14:08 +00:00
Glenn Maynard
36a56f51fd
simplify (still more complicated than cropping/fading should be ...)
2005-01-04 02:10:09 +00:00
Glenn Maynard
4b69f947dd
cleanup
2005-01-01 22:10:09 +00:00
Glenn Maynard
59ae043f2b
comment
2005-01-01 22:07:52 +00:00
Glenn Maynard
b7487c02a4
simplify
2005-01-01 22:07:16 +00:00
Glenn Maynard
35c718b990
Removing "fadecolor". Fading is useful, but being able to fade with a factor
...
other than #FFFFFF00 has never been useful, and it complicates the code.
Note that "diffuse" and fading do combine, so a sprite with diffuse,#FF0000
will still fade out correctly.
2005-01-01 21:59:35 +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
6c855f0c93
"ParsedCommand" -> "ActorCommand"
2004-11-06 20:42:09 +00:00
Chris Danford
2c314df898
HandleParams -> BeginHandleParams
2004-11-06 03:09:29 +00:00
Chris Danford
03fbb915f3
remove VC6 scoping hacks
2004-09-21 07:53:39 +00:00
Glenn Maynard
eff24b6380
fix odd newline behavior in wrap mode
2004-09-08 01:21:52 +00:00
Glenn Maynard
96e96f042f
cleanup
2004-09-08 00:42:07 +00:00
Chris Danford
9a9f8d9cfe
add comment
2004-08-27 17:28:48 +00:00
Charles Lohr
ecb4df80a0
Allow for forced new lines when wrapping. Did I do this right?
2004-08-27 12:49:25 +00:00
Glenn Maynard
bdfb4a6201
cleanup
2004-06-09 17:17:55 +00:00
Glenn Maynard
c531e8b172
license update
2004-06-08 00:47:53 +00:00
Chris Danford
93e274b3ac
make a Font charmap for numbers fonts
2004-05-31 00:11:34 +00:00
Chris Danford
3cadf4c5d5
have Numbers fall back to Fonts (in perparation for removing the Numbers dir altogether)
2004-05-30 23:23:39 +00:00
Chris Danford
2929bacb08
show per-diffculty award on Eval screen every time it's received (not just the first time)
...
clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
2004-03-20 02:59:08 +00:00
Steve Checkoway
c70166768e
fix compile
2004-03-06 08:53:49 +00:00
Glenn Maynard
d5dfc14f48
support fadeleft/faderight in text
2004-03-06 07:15:59 +00:00
Chris Danford
10a4580c12
remove Actor::Fade*, remove unnessary virtuals in Actor
2004-02-14 03:38:34 +00:00
Chris Danford
9502f1c262
draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet
2004-02-04 09:55:18 +00:00
Chris Danford
f7647ae391
add pre-parsing for ActorCommands (though not yet used in ThemeManager)
2004-01-10 20:34:18 +00:00
Glenn Maynard
04aeba8342
remove SetTextMaxWidth
2003-12-17 09:58:24 +00:00
Glenn Maynard
b926fbe742
replacing SetTextMaxWidth with more general SetMaxWidth
2003-12-17 09:47:03 +00:00
Glenn Maynard
f9525ebe26
remove GetWidestLineWidthInSourcePixels (use GetUnzoomedWidth)
2003-11-24 03:02:26 +00:00
Glenn Maynard
b1f6b1751c
set m_size
2003-11-24 02:31:41 +00:00
Glenn Maynard
c1c3e59997
Add assert, const, comments.
2003-11-06 21:47:12 +00:00
Chris Danford
855106f07d
clean up line wrap
2003-11-06 07:23:22 +00:00
Chris Danford
c43360bbb1
BitmapText: line wrap automatically
2003-11-06 06:20:35 +00:00
Glenn Maynard
fddcb9ecd5
Use CHECKPOINT_M instead of Checkpoint. It's simpler, faster and more reliable.
2003-10-22 06:37:31 +00:00
Chris Danford
8ac398d192
optimize Actor::BeginDraw
2003-10-07 04:26:14 +00:00
Glenn Maynard
55bff4c518
Fix warnings, fix crash, add asserts.
2003-09-15 07:15:36 +00:00
Chris Danford
0e25035583
remove debug garbage
2003-09-13 20:18:04 +00:00
Chris Danford
bce4df937c
make BitmapText crop-aware
2003-09-13 19:47:28 +00:00
Chris Danford
c67d78d948
let Actor subclasses have first crack at parsing commands
...
allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
2003-07-07 01:29:18 +00:00
Chris Danford
02016ae442
Reorganize RageDisplay
...
Add Direct3D renderer (separate project configuration)
Add Xbox project config (doesn't yet compile)
2003-05-22 05:28:37 +00:00
Glenn Maynard
0acd471db0
add SetTextMaxWidth
2003-05-19 23:48:51 +00:00
Chris Danford
54bedc3eba
clean up RageDisplay methods, add ability to mask song banner
...
The masking uses the Z-buffer under the assumption that some cards don't have a stencil. Should we be using the stencil instead? It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
2003-05-15 06:09:19 +00:00