Chris Danford
367a197df7
add fudge factor to ScaleToClipped to make banner text less likely to be cut off if the banner doesn't exactly match the graphic size (DDR banners in ITG banner shape)
2008-02-15 10:10:01 +00:00
Chris Danford
0244701281
add control over ShadowLength X/Y and ShadowColor
2008-01-11 21:54:17 +00:00
Steve Checkoway
e905fa7628
Have SetSecondsIntoAnimation() set the movie position too. Currently, movies can only be rewound, any value other than 0 is ignored.
2008-01-05 15:29:53 +00:00
Steve Checkoway
60f953f3c1
Fix comments. havn't -> haven't.
2008-01-05 11:56:03 +00:00
Steve Checkoway
26dc376eeb
Make InitState() reset Sprite state. Make movies skip the first update. Fixes background movies play too quickly at first.
2008-01-02 10:40:37 +00:00
Steve Checkoway
1f58d5a753
Fix comment typo.
2007-12-03 06:22:32 +00:00
Steve Checkoway
bd9dafc7ba
Don't warn about number of states in _missing either.
2007-05-31 18:35:58 +00:00
Glenn Maynard
e69dd651e4
loud: if this actually loads a new texture, RTM will log
2007-05-06 02:29:20 +00:00
Glenn Maynard
25b7c141fb
bind UnloadTexture
2007-05-02 02:11:59 +00:00
Steve Checkoway
352b8d2f5c
Only disable odd dimension warning when loading song backgrounds.
2007-03-24 03:13:05 +00:00
Steve Checkoway
0b03fffc07
Let sprites disable the odd dimension warning.
2007-03-23 13:47:25 +00:00
Glenn Maynard
53a2e41837
fix Sprite copy
2007-03-21 01:40:21 +00:00
Glenn Maynard
5f2d10f620
EffectMode
2007-03-20 07:43:47 +00:00
Glenn Maynard
c371d9f26b
Previously, alignment had to be implemented by each actor, so it was
...
only ever supported by Sprite and BitmapText. Handle it globally, using
m_size. This way, an actor only needs to set m_size to support alignment.
This means alignment can be set for non-drawing ActorFrames, if a size
is set explicitly. This allows stretching from the border of a frame
without playing games with extra nested frames. "setsize,100,100;valign,4;zoomx,.5"
This adds an extra matrix multiply. This will only happen for actors
actually set to non-centered alignment, which is the exception.
BitmapText still overrides this behavior a bit. Alignment for text
does two things: changes the alignment of the bounding box vs. the
X/Y position (the generic behavior), and changes the alignment of
the text within the bounding box.
2007-03-01 04:29:05 +00:00
Glenn Maynard
be4efcd0c2
Represent alignment as a float; eliminates selects. (I havn't
...
yet decided whether these should be -1.0 ... +1.0, indicating
"fully left aligned" and "fully right aligned", or 0.0 ... 1.0,
indicating "anchor to this fractional position in m_size".
It may become the latter.)
2007-03-01 02:19:49 +00:00
Glenn Maynard
560bbe278a
bind SetCustomImageRect
2007-02-14 03:10:37 +00:00
Glenn Maynard
4b1f1fcd2c
add Sprite::SetTexture
2007-02-13 23:34:51 +00:00
Glenn Maynard
238a0d235f
remove hack
2007-02-13 22:05:10 +00:00
Glenn Maynard
c3a0714e4a
make Quad less special. Create a "default" texture object for the
...
"no texture" properties. This way, loaded sprites always have a
texture loaded.
2007-02-13 07:39:49 +00:00
Glenn Maynard
bf6327ad00
don't access the low-level texture unnecessarily
2007-02-13 06:46:24 +00:00
Glenn Maynard
6cb284496c
split out LoadStatesFromTexture
2007-02-13 06:34:29 +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
2f18e94d49
remove unused
2007-02-13 04:59:18 +00:00
Glenn Maynard
ebb7189b88
add TextureUnit param to SetTextureMode
2007-02-13 04:59:05 +00:00
Glenn Maynard
4bff44a918
use SetTextureMode
2007-02-13 04:15:32 +00:00
Glenn Maynard
2116064921
fix m_size
2007-02-08 21:36:38 +00:00
Glenn Maynard
5437d929a8
redo sprite frame handling, with Lua in mind; allow defining arbitrary
...
rects
2007-02-08 20:38:16 +00:00
Steve Checkoway
30d9410b65
Unneeded.
2006-11-01 10:45:51 +00:00
Glenn Maynard
2478ec0873
scattered ActorUtil::ResolvePath calls unneeded
2006-10-15 01:46:23 +00:00
Glenn Maynard
e11914d4bb
LoadFromNode(sDir, pNode) -> LoadFromNode(pNode)
2006-10-09 08:24:10 +00:00
Glenn Maynard
f1ca420069
use ActorUtil::GetWhere
2006-10-09 08:08:59 +00:00
Glenn Maynard
1f6aaf18b9
use ActorUtil::GetAttrPath
2006-10-09 06:55:28 +00:00
Glenn Maynard
e0b788de16
unneeded LuaHelpers::RunAtExpressionS
2006-10-09 01:22:17 +00:00
Glenn Maynard
c690fdcfe4
unify registration
2006-09-29 00:01:32 +00:00
Glenn Maynard
f4975f1f54
simpler Lua boilerplate
2006-09-27 20:30:29 +00:00
Glenn Maynard
c540417e23
transition
2006-09-26 20:29:34 +00:00
Steve Checkoway
6ea2a41b00
Cleanup RageException::Throw(). Do not use ssprintf() inside of Throw() and do not pass it bare error messages. Use RageException::Throw( "%s", sError.c_str() ); instead. Be consistent with quoting file names "%s" and theme metrics as "%s : %s". Try to make them complete English sentences when possible.
2006-09-17 01:19:19 +00:00
Jason Felds
2b7744c937
Tab cleanup.
2006-08-18 03:32:00 +00:00
Glenn Maynard
3c15c15aa2
AddImageCoords
2006-07-29 00:16:57 +00:00
Glenn Maynard
ad0e9c3105
remove; access the texture directly
2006-07-28 23:29:37 +00:00
Glenn Maynard
ba66d3f4b3
remove bindings; use eg. sprite:GetTexture():loop( f )
2006-07-28 23:25:45 +00:00
Glenn Maynard
e136191439
bind GetTexture
2006-07-28 23:19:36 +00:00
Glenn Maynard
c6aa765685
cleanup
2006-07-28 21:51:40 +00:00
Glenn Maynard
184a2fa37e
cleanup
2006-07-28 21:48:52 +00:00
Glenn Maynard
eeed70ea55
cleanup
2006-07-28 21:43:35 +00:00
Jason Felds
1b1f2a9790
VC8 fix (inline if).
2006-07-28 03:21:45 +00:00
Glenn Maynard
d580386bb9
unused
2006-07-28 00:38:43 +00:00
Glenn Maynard
3439a2e546
if a texture is registered, we can use it whether it exists as a file or not (eg. RenderTargets)
2006-07-28 00:26:13 +00:00
Glenn Maynard
eafac8fb96
simplify
2006-07-28 00:24:30 +00:00
Glenn Maynard
4bd4508ba2
unused label
2006-07-27 23:56:41 +00:00