Chris Danford
cdb3b2da17
fix PlayMode change message being broadcast multiple times if 2 players joined
2005-07-25 06:47:43 +00:00
Chris Danford
240666b390
const cleanup
2005-07-25 04:47:51 +00:00
Chris Danford
881001b6c6
broadcast on PlayMode changed
2005-07-25 03:59:24 +00:00
Chris Danford
2f7644b044
fix multitexture
2005-07-24 10:25:47 +00:00
Chris Danford
a4a297ea90
add same "support material color while lighting is off" hack as the OpenGL renderer
2005-07-24 09:47:54 +00:00
Chris Danford
1f3ed4d3be
replace effect delay/period with RampUp/HoldAtHalf/RampDown/HoldAtZero
2005-07-24 03:19:01 +00:00
Chris Danford
cfb77d9d15
load lights along with timing data
...
send beat crossed messages
2005-07-24 03:12:12 +00:00
Chris Danford
1fffd48c57
SetEffectNone -> StopEffect
2005-07-24 03:11:03 +00:00
Glenn Maynard
9cf25ad2b1
flush before deleting screens
2005-07-23 06:36:11 +00:00
Glenn Maynard
703c96a53a
prefer to call ZeroNextUpdate before we spend the time that we want to zero,
...
not after
2005-07-23 06:30:22 +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
91e367754a
pull out ScreenIsPrepped
2005-07-23 03:31:43 +00:00
Glenn Maynard
44dfb60616
run cleanups after deleting a screen via pop
...
don't expose DeletePreparedScreens (unneeded; simplify the interface)
2005-07-23 03:09:55 +00:00
Glenn Maynard
a16bb811e6
DeletePreparedScreens is automatic
2005-07-23 03:01:36 +00:00
Glenn Maynard
bb758d7e8e
update
2005-07-23 01:22:49 +00:00
Glenn Maynard
b293a4490f
ironing out preloading logic
2005-07-23 01:18:48 +00:00
Chris Danford
e4677c9f8b
better fix for VC6 "can't cast u64 to double"
2005-07-23 00:33:17 +00:00
Glenn Maynard
371bc33f47
ScreensToPrepare, ScreensToGroup
2005-07-22 23:12:45 +00:00
Glenn Maynard
28b3336f64
prepare and group screens in the screen using them, not in the screen
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going to that screen (eg. not in GameCommand)
2005-07-22 23:08:28 +00:00
Chris Danford
d0f871e9ff
PlayMusic("") -> StopMusic()
2005-07-22 23:07:49 +00:00
Chris Danford
85cc76f064
fix VC6 error "cast from ui64 to double not implemented"
2005-07-22 23:05:50 +00:00
Chris Danford
e77b62822c
increase MAX_FNAMBUF to fix .vdi not generated in VC 2003 release config
2005-07-22 22:41:16 +00:00
Glenn Maynard
abad7e9d1c
OnCommand in DifficultyList::TweenOnScreen
2005-07-22 22:40:36 +00:00
Glenn Maynard
0cf4fc957c
ScreenSelectMusic::BeginScreen
...
fix TweenOffScreen run twice
2005-07-22 22:38:53 +00:00
Chris Danford
1cfda9a901
remove unused PlayMusic overload
2005-07-22 22:17:34 +00:00
Glenn Maynard
e2be6fba66
for motion tweens that On and Off to the same place, writing them this way
...
is an easy way to make them repeatable
2005-07-22 21:14:28 +00:00
Glenn Maynard
0ef1a88a05
hopefully fix dumb chain of bugs:
...
RefreshBeatToNoteSkin must be called before Update() is run, and after ResetNoteSkinsForPlayer
2005-07-22 21:04:27 +00:00
Chris Danford
6c53ec147e
fix compile
2005-07-22 20:43:13 +00:00
Glenn Maynard
a73fc49d5a
update
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OutputDirectory -> TargetDir
2005-07-22 20:34:09 +00:00
Glenn Maynard
e85313f96a
hide/show player-specific elements
2005-07-22 20:24:38 +00:00
Glenn Maynard
34a43105bf
hide/show player-specific elements
2005-07-22 19:58:26 +00:00
Chris Danford
32286d12e6
add <Param /> child of a node for setting Lua globals while loading a node
2005-07-22 19:57:42 +00:00
Chris Danford
be596854c4
zoom() should set zoomz too
2005-07-22 19:51:53 +00:00
Glenn Maynard
a9fa5a52aa
remove unused
2005-07-22 09:13:44 +00:00
Glenn Maynard
1d797c7f94
fix SM_Success, SM_Failure never sent
2005-07-22 09:13:16 +00:00
Glenn Maynard
8050631be9
use GetNextScreen()
2005-07-22 09:12:16 +00:00
Glenn Maynard
86f3b4a6b5
Screen::GetNextScreen, Screen::GetPrevScreen
2005-07-22 09:11:17 +00:00
Glenn Maynard
6939289f67
remove deletepreparedscreens
2005-07-22 08:46:06 +00:00
Glenn Maynard
a0577b80db
Refactor prepared screens. This can handle:
...
- preparing and reusing screens used in a loop (eg. attract), a conceptual stack
(eg. options menu), or a real stack (ScreenPrompt)
- automatic cleanup once you load a screen that isn't preloaded; this gracefully
handles unusual or forgotten exit paths (eg. pressing the system menu button)
- reusing some screens in a group and loading others on demand
2005-07-22 08:39:07 +00:00
Glenn Maynard
d38a2e9c33
ctor, comment, cleanup
2005-07-22 07:15:57 +00:00
Glenn Maynard
3f3a782daf
not a reference
2005-07-22 07:13:52 +00:00
Glenn Maynard
8e96f9a233
const
2005-07-22 07:11:49 +00:00
Glenn Maynard
f8f65d0a48
changing prepared screen logic; DeletePreparedScreens will be done
...
automatically
2005-07-22 07:02:20 +00:00
Glenn Maynard
26b5ac01d3
We don't know which players are joined until BeginScreen, so always load
...
assets for both players (fixes preload asserts). This isn't an important
optimization point: it's not acceptable for a screen to be so much slower in
2-player than 1-player that this type of optimization would matter. Also, always
loading both players will help reduce the chance of code that's too slow in
2-player not being noticed due to only being tested in 1-player.
2005-07-22 06:30:19 +00:00
Glenn Maynard
67f6e76b3b
tabs
2005-07-22 05:45:46 +00:00
Glenn Maynard
d41ba9480c
more to implementation
2005-07-22 05:44:54 +00:00
Glenn Maynard
55c0f2b6f4
cleanup
2005-07-22 05:41:51 +00:00
Glenn Maynard
4aaf18959d
tabs
2005-07-22 05:39:52 +00:00
Glenn Maynard
4b1b3277e8
Singleton classes don't need to store their stuff in the class; put it in
...
the implementation: it's easier to edit without triggering huge rebuilds
that way.
(Hmm. There's really no benefit, here, to using an anonymous namespace
instead of statics, but it seems better this way and I'm not sure why.
The normal admonitions against global variables don't apply here, since
static avoids namespace pollution and it's a singleton, but maybe it's
just habit asserting itself and anonymous namespaces circumvent that ...)
2005-07-22 05:38:56 +00:00
Chris Danford
169bedf903
fix build
2005-07-22 05:03:35 +00:00