Glenn Maynard
3f776c5bb5
ResetToDefaultPlayerOptions, ResetToDefaultSongOptions
2007-04-06 15:44:39 +00:00
Glenn Maynard
495b1ecc75
do this in lua
2007-02-26 02:52:42 +00:00
Chris Danford
599db61b62
Always call LoadAllCommands explicitly.
...
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +00:00
Chris Danford
f7fc9ceaa5
remove Set/GetHidden, leave *Visible
...
remove hidden from ActorCommands eventually
2007-02-13 06:32:26 +00:00
Glenn Maynard
0db4a096e5
ScreenWithMenuElements::BeginScreen calls SortByDrawOrder
2006-11-21 04:32:59 +00:00
Glenn Maynard
0493bc75a9
standard enums for some preference types
2006-10-07 05:52:45 +00:00
Glenn Maynard
c690fdcfe4
unify registration
2006-09-29 00:01:32 +00:00
Glenn Maynard
4002071bea
simpler Lua boilerplate
2006-09-27 19:47:52 +00:00
Glenn Maynard
f1cd95828e
remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID
2006-09-14 20:31:46 +00:00
Glenn Maynard
3fe68d7f7d
simplify
2006-09-14 05:18:40 +00:00
Glenn Maynard
aeb9c89191
use input.pn
2006-09-13 10:02:58 +00:00
Steve Checkoway
0cb22fb806
Apparently VC doesn't like using (group).GroupType as a type (and frankly, I couldn't get g++ to accept it outside of StepMania, either) so use the macros with PO and SO prefixes for PlayerOptions and SongOptions, respectively. Also, pointers to data members can't point to elements of an array (no idea why gcc was allowing it before) so use Assign_n and pass the index separately. (Very annoying, typeof() should really be in the standard.)
2006-08-05 08:02:49 +00:00
Steve Checkoway
1802e603b3
Update to use the new ModsGroup api.
2006-08-05 04:47:01 +00:00
Chris Danford
7ac45c24e4
save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
2006-08-05 02:38:05 +00:00
Steve Checkoway
ecde561c03
Fix crash in Actor::BeginTweening. Is there a reason for that ASSERT? The next line clamps to 0.
2006-06-18 05:05:06 +00:00
Chris Danford
ee8329cee6
don't DQ because of forced mods
2006-03-26 17:48:39 +00:00
Glenn Maynard
7b1ea8af22
do this with ActorSound
2006-03-13 09:52:12 +00:00
Glenn Maynard
53ea100d0b
cleanup
2006-02-25 00:17:48 +00:00
Steve Checkoway
1b923c5a14
Fix compile.
2006-02-24 11:46:44 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
f3545a331d
use the more standard AfterImportOptions code path, not PositionUnderlines
...
directly
2006-01-19 01:54:25 +00:00
Glenn Maynard
127059874e
simplify
...
(this stuff looks like overzealous abstraction, but I think most of it used to
be more complicated code that was moved off into other classes, and the
stubs were left behind)
2006-01-18 23:32:51 +00:00
Glenn Maynard
e581d43cdb
Move m_sprDisqualify to ScreenPlayerOptions.
2006-01-16 05:09:11 +00:00
Glenn Maynard
a87993bcb1
finish ctor transition
2006-01-15 20:46:15 +00:00
Glenn Maynard
2b4c9e4516
Transition away from Screen(sName).
2006-01-15 19:49:02 +00:00
Glenn Maynard
9056419cf5
remove logs (this stuff predates the crash handler and has been copied
...
and pasted around since)
2006-01-15 08:51:03 +00:00
Chris Danford
112564dc99
fix [Common] DefaultModifers not being applied in most places
2005-10-27 07:51:37 +00:00
Chris Danford
5d7885c764
move game prefs into PrefsManager
2005-10-27 04:54:45 +00:00
Chris Danford
65d71a4f23
expermienting with DEFINE_METHOD macro for Lua methods
2005-09-10 02:47:04 +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
c1a2276330
UpdateDisqualified in BeginScreen, not Init; in Init we havn't imported options
...
yet, so UpdateDisqualified applies defaults
2005-07-23 06:13:33 +00:00
Glenn Maynard
a37a18aada
unneeded
2005-07-18 02:42:26 +00:00
Glenn Maynard
6badb0dd8c
transitioning m_bEditing -> m_EditMode, IsEditing()
2005-07-14 05:12:56 +00:00
Glenn Maynard
a6cd2379e2
simplify
2005-07-12 06:39:29 +00:00
Glenn Maynard
c570457834
cleanup: override SM_GoToNextScreen instead of having a different path
2005-07-12 06:33:00 +00:00
Glenn Maynard
8bbaa3afa3
update; one shortcoming of this scheme is that bound objects need to know the
...
highest base class that also binds; if you're too high and there's no binding,
it'll cause a link error, but if you're too low you'll lose the methods in the
screens in between
2005-07-12 05:48:15 +00:00
Glenn Maynard
1fd2dc8604
simplify
2005-07-07 10:39:45 +00:00
Glenn Maynard
508913f730
fix SM_BackFromPlayerOptions. (hmm: should be generalized ...)
2005-06-25 08:15:28 +00:00
Glenn Maynard
22b6ffbe5f
simplify: just broadcast a message on reset
2005-06-25 08:03:08 +00:00
Glenn Maynard
0eb33aa806
instead of a hard-coded special case, bind the screen to Lua and move the
...
special case there. this reduces cross-dependencies between screens,
which should be kept to a minimum
2005-06-25 05:03:35 +00:00
Chris Danford
2a6dcba6e8
cleanup:
...
"GroupName" -> "SongGroup" to make room for CourseGroup
replace checks for "cvs" with a call to StripCvs()
m_Rows -> m_pRows
broadcast on preferred group changes
2005-06-23 08:05:09 +00:00
Chris Danford
3db3500226
remove size on statc CString arrays so that XToString can catch size differences
2005-05-05 19:55:04 +00:00
Glenn Maynard
4eae0713c7
cleanup
2005-04-15 07:40:30 +00:00
Chris Danford
218be32879
separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
2005-04-05 08:30:57 +00:00
Chris Danford
134cdb4451
fix skip when changing value in row:
...
broadcast the row export only once - not for each player
disable export/import on reload - nothing uses it yet
2005-04-03 06:21:02 +00:00
Charles Lohr
8c5909ebe9
Modify AutoScreenMessage to keep map of all non-standard ScreenMessages.
...
This has a lot of advantages over the old ways. Some of the initial ones are that
you can log a list of all screenmessages and their respective number and another
is that it would be fairly easy to add a reverse lookup, so you could get the name
of a ScreenMessage for log use by getting the ScreenMessage number.
2005-03-28 08:01:36 +00:00
Chris Danford
880e42e1d3
fix conflicting ScreenMessage IDs by automatically generating unique values
2005-03-23 08:48:38 +00:00
Chris Danford
659def4479
fix Pop message doesn't get sent if more than 1 prompt screen on the stack
2005-03-23 06:46:24 +00:00
Glenn Maynard
cf20af55ef
fix crash
2005-03-20 23:15:51 +00:00
Chris Danford
4814f96218
fix crash in course mode
2005-03-16 02:16:55 +00:00