Glenn Maynard
938bfeb7b0
add ActorUtil::SetParamFromStack, ActorUtil::GetParam. Save params to
...
a table, not as global variables. Saving and loading from globals is still
around temporarily.
2005-10-29 01:28:29 +00:00
Glenn Maynard
fde59d8464
set the loading screen, so actors can use it as an input variable
2005-10-28 22:47:11 +00:00
Glenn Maynard
6ea2f37a36
Change MenuUp(pn,type) overrides to MenuUp(IEP), so info like DeviceI.ts is always accessible.
2005-09-23 00:44:52 +00:00
Glenn Maynard
8b9bf0d31a
load all commands for screens
2005-09-07 20:44:43 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Glenn Maynard
3791a8058a
This is still needed: we process delayed screen loads in the ScreenManager update *after* updating screens.
2005-08-14 21:14:54 +00:00
Glenn Maynard
74cbecfa7e
different ScreenMessages sent on pop is expected to be a more commonly
...
used way of communicating between screens; make it easier to use.
2005-08-14 01:56:37 +00:00
Glenn Maynard
7a06b9edbe
InitCommand -> ScreenInitCommand
2005-08-03 00:47:33 +00:00
Glenn Maynard
7102b1338b
run ScreenOnCommand in BeginScreen
2005-08-03 00:39:21 +00:00
Glenn Maynard
cfdbe5a134
fix crash
2005-07-29 03:22:48 +00:00
Glenn Maynard
b293a4490f
ironing out preloading logic
2005-07-23 01:18:48 +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
Glenn Maynard
86f3b4a6b5
Screen::GetNextScreen, Screen::GetPrevScreen
2005-07-22 09:11:17 +00:00
Glenn Maynard
f8f65d0a48
changing prepared screen logic; DeletePreparedScreens will be done
...
automatically
2005-07-22 07:02:20 +00:00
Glenn Maynard
019000a40e
remove m_bIsTransparent
2005-07-19 21:01:50 +00:00
Glenn Maynard
4a416d34d0
Screen, ScreenWithMenuElements bindings
2005-07-12 05:44:54 +00:00
Glenn Maynard
75b937a28b
testing
2005-07-12 02:23:11 +00:00
Glenn Maynard
47b3965186
cleanup
2005-07-11 23:42:45 +00:00
Glenn Maynard
96278f2eca
cleanup
2005-07-01 04:42:30 +00:00
Chris Danford
d67d60e178
sync controls cleanup:
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move sync display/saving out of complicated ScreenGameplay
show sync UI in editor playback as well as gameplay
revert sync from in-memory backup, not from disk
move more functions into debug overlay
2005-05-19 23:29:39 +00:00
Chris Danford
5c16cabf0d
move CoinMode toggle entirely into debug menu
...
add mute to debug menu
2005-05-16 22:23:20 +00:00
Chris Danford
49bbddcb74
broadcast players joined and finalized
2005-05-07 00:27:31 +00:00
Chris Danford
820fb0b361
broadcast on Preference changes
2005-05-06 20:41:05 +00:00
Chris Danford
18e3ad2666
add Init command to Screen
2005-05-03 09:13:43 +00:00
Chris Danford
b9e8f4d7b0
fix coin mode toggling
2005-04-29 18:20:16 +00:00
Glenn Maynard
975231ef07
MenuSelect
2005-04-29 06:31:34 +00:00
Chris Danford
659def4479
fix Pop message doesn't get sent if more than 1 prompt screen on the stack
2005-03-23 06:46:24 +00:00
Glenn Maynard
d7911ccff9
simpler approach to letting overlay screens grab input
2005-03-09 02:45:33 +00:00
Glenn Maynard
2404ff1641
generic screen popping: pop if pushed, instead of NEXT_SCREEN
2005-03-08 03:52:18 +00:00
Chris Danford
a2915c038b
add TemporaryEventMode flag to GameState
2005-02-21 17:29:49 +00:00
Glenn Maynard
85ee2cfd41
fix skip when start is pressed on the title menu
2005-01-08 16:40:32 +00:00
Chris Danford
9415cea26a
fix duplicate start sounds
...
don't BeginFadingOut if the selected choice doesn't specify a screen
2005-01-08 09:50:59 +00:00
Chris Danford
5cbe07e450
allow screens to handle input from disabled players
2005-01-04 10:57:27 +00:00
Chris Danford
57e02f2b75
change BGALayer to use Actor's map of commands
...
add "applydefaultoptions" command
clean up CoinMode and Premium enums
2005-01-04 10:51:25 +00:00
Chris Danford
12d556c759
allow multiple, simultaneous prepared screens
2004-12-09 09:41:06 +00:00
Chris Danford
2b9d990e71
prefs name cleanup
2004-12-04 06:09:30 +00:00
Chris Danford
0493949aa9
registering screens
2004-11-27 06:10:33 +00:00
Charles Lohr
f84df92e13
Add: ScreenPackages
2004-11-26 07:20:03 +00:00
Charles Lohr
cccf06e7b0
Add: Abstraction for ScreenNetSelects... And the new room screen.
2004-11-16 23:12:58 +00:00
Chris Danford
8bead07713
disable ScreenEndlessBreak
2004-11-05 08:23:42 +00:00
Chris Danford
012ead80fd
fix compile error
2004-11-05 06:40:08 +00:00
Chris Danford
03fbb915f3
remove VC6 scoping hacks
2004-09-21 07:53:39 +00:00
Glenn Maynard
b66f2202dd
fix WITHOUT_NETWORKING
2004-09-10 23:21:56 +00:00
Glenn Maynard
649b3df153
handle IET_LEVEL_CHANGED
2004-09-09 22:21:50 +00:00
Glenn Maynard
09d9197e29
update
2004-09-09 17:48:25 +00:00
Charles Lohr
7434ab383b
Added the basis for ScreenNetEvaluation. It doesn't ACTUALLY do anything
...
yet, but this will make it easier to work on by committing it.
2004-08-31 15:44:19 +00:00
Charles Lohr
4fc0495423
Addition of ScreenNetSelectMusic.
2004-08-26 08:06:22 +00:00
Glenn Maynard
35070fe559
in May: "Disable ScreenSelectDifficultyEX; it was superseded by ScreenSelectMaster.
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I don't think anything uses it (not sure if it still works); I'll wait a few snapshots
before removing it, though." It's been a few snapshots ...
2004-08-26 02:16:21 +00:00
Chris Danford
e435165014
clean up memory card logic:
...
- Don't do the OS mount for cards during the attract screens. Only do OS mounts in the time between BeginGame and PlayersFinalized.
- Remove logic for fast load of a Profile from the MemoryCard. Instead, load the whole profile all at once on PlayersFinalized.
2004-08-09 05:01:24 +00:00
Glenn Maynard
94d0cba859
RageSounds -> GameSoundManager
2004-07-08 00:10:34 +00:00