Chris Danford
a93ede5130
fix mirrored sprite sizes in widescreen
2006-09-26 22:37:12 +00:00
Glenn Maynard
4e290c0b40
aliases
2006-09-26 22:12:31 +00:00
Glenn Maynard
333463ab45
PlayerNumber binding
2006-09-26 22:12:16 +00:00
Glenn Maynard
7305d0d70a
don't use CNT parameter
2006-09-26 21:38:30 +00:00
Glenn Maynard
f17afb07fd
update branch
2006-09-26 21:36:34 +00:00
Glenn Maynard
7b1be084f3
NUM_LightsMode
2006-09-26 21:26:35 +00:00
Chris Danford
4c40749395
fix mirrored sprite sizes in widescreen
2006-09-26 21:26:16 +00:00
Glenn Maynard
f5abae7caa
StyleType
2006-09-26 21:25:28 +00:00
Glenn Maynard
1ba25d4aeb
NUM_CabinetLight
2006-09-26 21:24:27 +00:00
Glenn Maynard
3311f1992c
CabinetLight_Invalid
2006-09-26 21:23:30 +00:00
Glenn Maynard
dfd95fd730
InputDevice_Invalid
2006-09-26 21:19:17 +00:00
Glenn Maynard
662606b1c8
renames
2006-09-26 21:16:57 +00:00
Glenn Maynard
1641aec026
InputDevice_Invalid
2006-09-26 21:10:47 +00:00
Glenn Maynard
361f8f4e01
NUM_InputDevice
2006-09-26 21:08:50 +00:00
Glenn Maynard
0b7b6b6f9f
naming cleanups
2006-09-26 21:05:49 +00:00
Glenn Maynard
eb618a8160
FOREACH_InputDevice
2006-09-26 21:04:43 +00:00
Glenn Maynard
cf5dba03a4
GameController_Invalid
2006-09-26 20:59:40 +00:00
Glenn Maynard
d19fdc9caf
NUM_GameController
2006-09-26 20:57:31 +00:00
Glenn Maynard
8e6f1e8dd0
use FOREACH_GameController
2006-09-26 20:56:38 +00:00
Glenn Maynard
a7e98a7ece
FOREACH_GameController
2006-09-26 20:52:11 +00:00
Glenn Maynard
e531249704
naming cleanups
2006-09-26 20:49:10 +00:00
Glenn Maynard
b9a189711e
cleanups
2006-09-26 20:41:53 +00:00
Glenn Maynard
9c9440c8a0
PlayMode_Invalid
2006-09-26 20:32:41 +00:00
Glenn Maynard
c540417e23
transition
2006-09-26 20:29:34 +00:00
Glenn Maynard
f806ec5936
StepsType_Invalid
2006-09-26 20:28:46 +00:00
Glenn Maynard
a7b53444f8
NUM_STEPS_TYPES -> NUM_StepsType
2006-09-26 20:22:28 +00:00
Glenn Maynard
78cdd15ec0
simplify
2006-09-26 20:17:23 +00:00
Glenn Maynard
6ccde8ffef
fix PlayModeToLocalizedString
2006-09-26 20:13:20 +00:00
Glenn Maynard
524bbc810e
aliases
2006-09-26 20:02:14 +00:00
Glenn Maynard
02a4b35d51
bound alignment constants
2006-09-26 20:00:27 +00:00
Glenn Maynard
6641cec9f9
stop being unique
2006-09-26 19:55:35 +00:00
Glenn Maynard
fe0cc36ba6
unused
2006-09-26 19:51:19 +00:00
Glenn Maynard
9501cb22e5
standard enum convention
2006-09-26 19:50:53 +00:00
Glenn Maynard
0de94fb55c
remove Actor::
2006-09-26 19:48:46 +00:00
Steve Checkoway
19b88841a3
Bah. This is really two commits. I thought I already did the first and I'm too tired to try to separate them (I wrote a long commit message explaining the first one already.)
...
1. When iterating over the tables using lua_next(), using lua_tolstring() can modify the key which confuses lua_next(). Instead push the value onto the top of the stack and Pop() the string from there.
2. Handle integer, string, and float constants. Handle the enum values by looking for FooIndex and then reading the global table Foo.
Stylesheet updating coming later this week.
2006-09-26 10:33:32 +00:00
Steve Checkoway
c89f3f9335
Don't bother getting the max. Just go until we find a nil element, that's all the # operator is going to do.
2006-09-26 09:35:15 +00:00
Steve Checkoway
488d166ba4
Deprecated. Note that lua_objlen() doesn't actually return the number of elements in the table. It simply evaluates the new # operator which will return the first integer n such that t[n] is not nil and t[n+1] is nil. Note that this means that this is only useful for tables which have no "holes" and integer indexes (starting at 1).
...
If you really want the table size, you have to walk the whole table (using next() or pairs() in Lua or lua_next() in C).
2006-09-26 09:32:14 +00:00
Steve Checkoway
003454ccfd
Deprecated. Note that lua_objlen() doesn't actually return the number of elements in the table. It simply evaluates the new # operator which will return the first integer n such that t[n] is not nil and t[n+1] is nil. Note that this means that this is only useful for tables which have no "holes" and integer indexes (starting at 1).
...
If you really want the table size, you have to walk the whole table (using next() or pairs() in Lua or lua_next() in C).
2006-09-26 09:13:11 +00:00
Glenn Maynard
cc49e8d56d
use bound types
2006-09-26 09:09:38 +00:00
Glenn Maynard
46b2444705
remove special cases
2006-09-26 09:08:36 +00:00
Glenn Maynard
4f057b4feb
bind types
2006-09-26 09:06:21 +00:00
Glenn Maynard
f567a0fd28
cleanup arg order
2006-09-26 08:54:54 +00:00
Glenn Maynard
5d1b947002
ModsGroup
2006-09-26 08:52:12 +00:00
Glenn Maynard
562a801a39
cleanup
2006-09-26 08:44:55 +00:00
Glenn Maynard
50a5d55383
fix gcc compile
2006-09-26 08:38:57 +00:00
Glenn Maynard
5d6be12093
update bindings
2006-09-26 08:26:49 +00:00
Glenn Maynard
8644ab382d
missing header
2006-09-26 08:25:14 +00:00
Glenn Maynard
17ab6e2db3
update bindings
...
remove unused CourseDifficulty (alias of Difficulty)
2006-09-26 08:06:39 +00:00
Glenn Maynard
a220b68c9e
update bindings
2006-09-26 08:01:12 +00:00
Glenn Maynard
48bb38ee12
NUM_CoinMode
2006-09-26 07:49:25 +00:00