Commit Graph

247 Commits

Author SHA1 Message Date
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