Glenn Maynard
cfb38c7d25
lua enums are already strings
2006-11-25 10:35:34 +00:00
Glenn Maynard
2766d0b970
fix crash when GetCurrentStyle() == NULL
2006-11-22 02:07:38 +00:00
Glenn Maynard
a5bb9fc32a
remove GetCurrentStyleType
2006-11-22 02:07:08 +00:00
Glenn Maynard
98178e6700
GAMESTATE:GetCurrentStyleType -> GAMESTATE:GetCurrentStyle():GetStyleType
2006-11-22 02:06:00 +00:00
Glenn Maynard
476c34b3fe
unneeded header
2006-11-22 01:59:33 +00:00
Glenn Maynard
29dd2b0473
move style icon into Lua
2006-11-22 01:58:11 +00:00
Glenn Maynard
81c407bc08
missing header
2006-11-22 01:56:07 +00:00
Glenn Maynard
d1759bb123
Resolve directory names to embedded default.xml/default.lua files
...
at the pathname resolution stage (THEME:GetPath, ResolvePath),
not at loading. This means that pathnames to Lua files are actually
paths to Lua files, without any extra processing, and we always
load actual files (except for BGAnimation compatibility), not
directories.
(fixes Lua LoadActor() on a directory loading as a BGA and not
as Lua)
2006-11-22 01:51:31 +00:00
Glenn Maynard
91f2f662b1
propagate metatable on merge
2006-11-22 01:19:03 +00:00
Glenn Maynard
e96a4b7270
use a LocalizedString instead of depending on CommonMetrics
2006-11-21 23:32:39 +00:00
Glenn Maynard
d14277274e
Don't special case IsEditing. If you don't want a menu timer on a screen,
...
set TimerSeconds=-1.
2006-11-21 20:14:25 +00:00
Glenn Maynard
737436885d
simplify
2006-11-21 20:08:41 +00:00
Glenn Maynard
ef3b1b7218
MenuTimer is in SWME; move SM_MenuTimer there, too. (Screen no longer
...
needs GAMESTATE.)
2006-11-21 20:04:51 +00:00
Glenn Maynard
ce86b65827
fix base call
2006-11-21 20:03:28 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +00:00
Glenn Maynard
d591926ff7
Don't play sounds in JoinInput; let the caller do that.
...
Localize "only play start sound for the 2nd player who joins"
hack into ScreenSelect.
2006-11-21 19:52:18 +00:00
Glenn Maynard
9195740ded
cleanup
2006-11-21 19:39:17 +00:00
Glenn Maynard
27fdc9101f
join on IET_FIRST_PRESS only
2006-11-21 19:37:16 +00:00
Glenn Maynard
93efb67216
correct base
2006-11-21 19:33:24 +00:00
Glenn Maynard
52009ae6ee
I'm not sure what was happening here:
...
If ALLOW_DISABLED_PLAYER_INPUT is true (only ScreenTitleMenu), then
ScreenSelect::Input doesn't do JoinInput ("the player will be joined
and the user will still be on the title menu"). However,
ScreenSelectMaster::MenuStart does the JoinInput anyway, so this still
happens.
If we want to have main menu options that don't load a screen, this
code path should be refactored a bit, to ask the derived class whether
the selection should also join. As is, it's just making the JoinInput
path complicated.
2006-11-21 19:28:42 +00:00
Glenn Maynard
00fdeac301
remove empty
2006-11-21 19:06:54 +00:00
Glenn Maynard
44bb231639
separate slightly confusing logic - send COIN inputs with the normal input path
2006-11-21 19:04:24 +00:00
Glenn Maynard
c4719461f9
fixup comment
2006-11-21 18:37:42 +00:00
Glenn Maynard
5eb98b88bd
fixup
2006-11-21 18:36:44 +00:00
Glenn Maynard
8ada5509f5
simplify
2006-11-21 18:33:54 +00:00
Glenn Maynard
efa198b4aa
comment
2006-11-21 18:32:49 +00:00
Glenn Maynard
33f8e799fc
fix GameSoundManager::PlayOnceFromAnnouncer
2006-11-21 18:32:33 +00:00
Glenn Maynard
f4bdf5671e
cleanup
2006-11-21 18:27:12 +00:00
Glenn Maynard
89785099b7
static -> const
2006-11-21 18:24:21 +00:00
Glenn Maynard
f198f5c933
set params, not generated message names
2006-11-21 18:23:12 +00:00
Glenn Maynard
4516e1378a
simplify
2006-11-21 18:22:20 +00:00
Glenn Maynard
c35c72e64a
don't iterate over note rows
2006-11-21 18:21:58 +00:00
Glenn Maynard
056055ce7c
simplify
2006-11-21 18:10:20 +00:00
Glenn Maynard
eaf69775bb
cleanup
2006-11-21 18:09:59 +00:00
Glenn Maynard
6eb5d623b9
cleanup
2006-11-21 18:05:24 +00:00
Glenn Maynard
9fa7a83535
update comments
2006-11-21 17:58:04 +00:00
Glenn Maynard
6276a1f93d
play sounds normally
2006-11-21 17:57:06 +00:00
Glenn Maynard
a4e69a7ec7
not needed
2006-11-21 07:23:15 +00:00
Glenn Maynard
91ee16754f
move GetMenuButtonSecondaryFunction into InputScheme
2006-11-21 07:16:19 +00:00
Glenn Maynard
52a878504b
Remove redundant m_SecondaryMenuButtons that are the same as
...
m_DedicatedMenuButton.
Simplify overcomplicated logic.
2006-11-21 07:08:06 +00:00
Glenn Maynard
5bfcb8b1c1
if button is GameButton_Invalid, don't set controller either
2006-11-21 06:57:07 +00:00
Glenn Maynard
05d17f5362
missing header
2006-11-21 06:32:49 +00:00
Glenn Maynard
ea36f45dc1
update comment
2006-11-21 06:15:04 +00:00
Glenn Maynard
02b52b8c71
clean up format string
2006-11-21 05:44:52 +00:00
Glenn Maynard
67433f7f83
add FOREACH_GameButtonInScheme
2006-11-21 05:39:56 +00:00
Glenn Maynard
f4583be663
header cleanup
2006-11-21 05:22:05 +00:00
Glenn Maynard
5cc5462722
header cleanup
2006-11-21 05:17:01 +00:00
Glenn Maynard
f0dab15f30
move AutoPlay
2006-11-21 05:02:55 +00:00
Glenn Maynard
186f47df98
update
2006-11-21 04:55:43 +00:00
Glenn Maynard
e386583dc8
High-level preferences that pull in other dependencies should be
...
moved out of PrefsManager; add GamePreferences for when we don't
have a convenient place to put it.
2006-11-21 04:54:50 +00:00
Glenn Maynard
6fd5f47bfb
unneeded
2006-11-21 04:36:35 +00:00
Glenn Maynard
0db4a096e5
ScreenWithMenuElements::BeginScreen calls SortByDrawOrder
2006-11-21 04:32:59 +00:00
Glenn Maynard
820e56a44f
remove unused sound
2006-11-21 04:19:19 +00:00
Glenn Maynard
683cd39042
remove unused
2006-11-21 04:17:22 +00:00
Glenn Maynard
639db987fd
no longer used
2006-11-21 04:15:55 +00:00
Glenn Maynard
1eb96b62a3
remove SoundResampleQuality
2006-11-21 04:14:01 +00:00
Glenn Maynard
c7755ece19
remove SoundResampleQuality
...
add m_sPrefName, so more prefs can access prefs generically
2006-11-21 04:13:09 +00:00
Glenn Maynard
5966bdf3e1
no longer true
2006-11-21 04:00:56 +00:00
Glenn Maynard
ffc66719f7
cleanup
2006-11-21 03:48:12 +00:00
Glenn Maynard
8ab6be7bde
move Premium into GameState
2006-11-21 03:35:43 +00:00
Glenn Maynard
1869848121
move def to where it belongs
2006-11-21 03:29:39 +00:00
Glenn Maynard
8676a40c8c
move PercentScoreWeight, GradeWeight
2006-11-21 03:27:27 +00:00
Glenn Maynard
b9e2725852
move TimeMeterSecondsChange
2006-11-21 03:17:05 +00:00
Glenn Maynard
f9f485debf
On life change, send a message. Remove the duplicate code
...
from ScoreDisplayLifeTime; actors can catch the message
if they want to do things like this.
2006-11-21 03:11:58 +00:00
Glenn Maynard
2c67ed8391
unused
2006-11-21 02:50:37 +00:00
Glenn Maynard
cc0914e9b2
dep fixes: move Player's timing prefs into Player; add and
...
use accessor; fix using SE_ instead of TW_; move code
back into GCAT (was in PrefsMan due to dependency for
SMPackage)
2006-11-21 02:49:59 +00:00
Glenn Maynard
6207f655e5
fix dep: ScreenManager shouldn't use GameState
2006-11-21 02:01:40 +00:00
Glenn Maynard
70d2d0dbc7
PlayerNumber is a simple, regular data structure, and is depended on
...
by lower level things (eg. InputMapper). However, concepts like
"joined players" and "human players" is a high-level, GAMESTATE
concept, and engine stuff shouldn't depend on that. Move the
GameState-depending stuff into GameState. Move
IsAnyPlayerUsingMemoryCard as well (and rename to HumanPlayer),
to fix MemoryCardManager dep.
2006-11-21 01:32:05 +00:00
Glenn Maynard
54de64a524
warning C4232: nonstandard extension used : 'pcre_malloc' : address of
...
dllimport 'malloc' is not static, identity not guaranteed
2006-11-19 19:52:27 +00:00
Glenn Maynard
4d760bd02d
update comment
2006-11-19 18:54:25 +00:00
Glenn Maynard
722dca02be
cleanup
2006-11-19 18:39:24 +00:00
Glenn Maynard
b6fd51b4fa
fix crashes
2006-11-19 02:28:33 +00:00
Glenn Maynard
a3a0b16bad
"PlayTheSound"? Don't rename functions to ridiculous things like that. This works fine in VC7 and VC8, so I'm reverting it. Ask before making ugly changes.
2006-11-19 00:41:50 +00:00
Glenn Maynard
8ed8313295
generalize partially
2006-11-17 07:59:31 +00:00
Glenn Maynard
c2313737b5
also send ComboChanged at beginning of gameplay
2006-11-16 05:27:59 +00:00
Glenn Maynard
d0904f7dc1
ComboChanged message
2006-11-14 22:08:46 +00:00
Glenn Maynard
cecb7a5710
simplify
2006-11-14 22:01:21 +00:00
Glenn Maynard
30dc9974ab
simplify
2006-11-14 21:56:59 +00:00
Glenn Maynard
93670f895d
remove unused
2006-11-14 21:47:45 +00:00
Glenn Maynard
f19852fe0f
simplify
2006-11-14 21:43:44 +00:00
Glenn Maynard
7fcc68edda
fix initial LifeChanged not sent; simplify
2006-11-14 20:45:29 +00:00
Glenn Maynard
c86c218522
MessageToString -> MessageIDToString
2006-11-14 04:26:38 +00:00
Glenn Maynard
174f0c16fa
update bindings
2006-11-14 04:22:27 +00:00
Glenn Maynard
61538cb062
broadcast LifeChanged
2006-11-14 04:18:07 +00:00
Glenn Maynard
2c1ad45e84
helper
2006-11-14 04:16:35 +00:00
Glenn Maynard
bed349a50a
push NULL -> nil
2006-11-14 04:15:32 +00:00
Glenn Maynard
f61cc91c03
bind
2006-11-14 04:14:54 +00:00
Glenn Maynard
e66a2ebe38
LuaHelpers::Push(ref)
2006-11-14 00:11:23 +00:00
Glenn Maynard
11e8d4b4c4
unused
2006-11-13 23:55:27 +00:00
Glenn Maynard
7e9ec10f3a
work on allowing parameters to messages: pass a Message
...
struct, not just a string
2006-11-13 23:51:24 +00:00
Glenn Maynard
08b79641d9
fix "view log"
2006-11-13 23:48:56 +00:00
Glenn Maynard
4b7e5c6a74
missing base call
2006-11-13 23:12:04 +00:00
Glenn Maynard
a5f5fa0b78
HandleMessage( Message )
2006-11-13 23:11:25 +00:00
Glenn Maynard
c219f56a3b
work on allowing parameters to messages: pass a Message
...
struct, not just a string
2006-11-13 23:07:02 +00:00
Glenn Maynard
ec061bebc3
Message -> MessageID
2006-11-13 22:36:39 +00:00
Glenn Maynard
35fb88e5e5
Drop generic concurrent rendering. It makes too many things very
...
complicated, and I don't trust it at a high level: it makes too
many unchecked things concurrent, so I think it will make things
brittle.
2006-11-13 21:04:17 +00:00
Glenn Maynard
e7d4ff3495
one less GetYPos call per arrow
2006-11-13 18:38:29 +00:00
Glenn Maynard
81b1ed162b
fYPos -> fYPosWithoutReverse
2006-11-13 18:36:28 +00:00
Glenn Maynard
71e558e9f7
fYPos -> fYPosWithoutReverse
2006-11-13 18:32:42 +00:00
Glenn Maynard
c2581734b1
const
2006-11-13 18:28:29 +00:00