Commit Graph

16684 Commits

Author SHA1 Message Date
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
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
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