Commit Graph

107 Commits

Author SHA1 Message Date
Glenn Maynard ba6a4c4feb experimental: AutoJoin, join players immediately (or as soon as possible) when enough coins are inserted 2008-05-27 20:51:18 +00:00
Chris Danford 82976bc6ef Fix LoadFallbackB for loading BGAs recursively. LoadFallbackB checking for either LuaThreadVariables or Lua globals is not very clean, but room for possible improvement. 2008-04-27 00:14:05 +00:00
Chris Danford e5d0889f4c move Header StageDisplay Footer into SWME Decorations 2008-03-31 11:44:57 +00:00
Chris Danford 865894c96f Stage -> StageDisplay (longer name to fix lookup conflict with 'StageFrame') 2008-03-29 11:27:34 +00:00
Chris Danford a62145d3d3 experimental: load 'decorations' BGAnimation and make decorations children of the Screen so that their draworder relative to other children of the Screen can be controlled 2008-03-28 16:28:27 +00:00
Chris Danford 03755922ce add per Screen TimerMetricsGroup 2008-03-26 06:06:00 +00:00
Glenn Maynard b37dddc1a9 bind Cancel 2007-06-19 21:05:42 +00:00
Glenn Maynard e61797dc5f cleanup 2007-06-09 04:45:59 +00:00
Glenn Maynard 3d9281897f log cleanup 2007-05-06 02:58:25 +00:00
Glenn Maynard 0ecb120555 LOAD_ALL_COMMANDS 2007-05-02 20:39:56 +00:00
Glenn Maynard 60be259f3e textHelp in Lua 2007-03-05 23:27:15 +00:00
Glenn Maynard 08b5a9f697 odn't special case Transitions; send them an OnCommand from
BeginScreen, just like everything else
2007-02-26 03:13:54 +00:00
Glenn Maynard aee4b8065f don't load commands or set XY for underlay and overlay. These are
always self-contained XML/Lua actors that expect to be at 0x0.
2007-02-20 02:55:45 +00:00
Chris Danford 599db61b62 Always call LoadAllCommands explicitly.
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +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 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 8ada5509f5 simplify 2006-11-21 18:33:54 +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 a8dd0c5fdc GetCurrentStyle() 2006-09-30 22:13:20 +00:00
Glenn Maynard c690fdcfe4 unify registration 2006-09-29 00:01:32 +00:00
Glenn Maynard 4002071bea simpler Lua boilerplate 2006-09-27 19:47:52 +00:00
Steve Checkoway 944a913790 PlayerNumber -> IEP. 2006-09-15 01:47:24 +00:00
Glenn Maynard c022522fa8 simplify HelpDisplay 2006-08-16 05:52:24 +00:00
Glenn Maynard b5110ee483 run base earlier (before OnCommand) 2006-07-01 05:24:06 +00:00
Glenn Maynard 79b819cfba play Cancel on whichever transition is used to cancel; let it play the sound, if wanted; use Cancel in ScreenWithMenuElementsSimple::MenuBack 2006-06-28 04:18:46 +00:00
Glenn Maynard 841dcdbb55 ConcurrentlyPrepareScreen 2006-06-27 23:23:10 +00:00
Glenn Maynard f4a048324e support m_fLockInputSecs 2006-06-27 23:18:22 +00:00
Glenn Maynard 74c973be29 don't assert if the style changes between Init() and BeginScreen() 2006-06-26 21:40:29 +00:00
Glenn Maynard 7c3c56f2b9 SetHibernate can be called after queuing tweens. GetLengthSeconds is hacky, and needs to be removed ... 2006-06-25 20:08:31 +00:00
Glenn Maynard b0055b0853 simplify. Don't separate "next" and "cancel" as much: to cancel, set the next screen to PREV_SCREEN, and use SM_GoToNextScreen. 2006-06-25 18:11:09 +00:00
Glenn Maynard bd2246f8ae ScreenWithMenuElementsSimple 2006-06-24 18:06:05 +00:00
Glenn Maynard 42b53d9334 add GenericTweenOff 2006-06-24 18:03:16 +00:00
Glenn Maynard 3685ff4cd8 Only SWME::BeginScreen calls TweenOnScreen. TweenOnScreen should only do ON_COMMANDs. Move SortByDrawOrder out. 2006-06-24 17:58:43 +00:00
Glenn Maynard f646918959 cleanup 2006-03-28 05:42:38 +00:00
Chris Danford 58a6402201 play cancel sound when using CancelTransitionsOut, not start sound 2006-03-08 23:58:37 +00:00
Glenn Maynard f4b57aa968 fix PlaySharedBackgroundOffCommand called when it shouldn't be 2006-02-24 03:02:00 +00:00
Glenn Maynard d42559a5cd I'm still slowly wrangling out just how Cancel should work.
Screens typically have two general simple models of transitioning;
either the menu elements transition out, or we drop a fade on top
of everything.  The former leaves the background in place, the
latter doesn't.  Transitioning is usually used when we're going
to a screen with the same background; fading is used otherwise.
(There are combinations of these, and more complex modes, but
these are the basics.)

Traditionally, cancelling has always wiped.  It usually goes back
to the title menu, which rarely has the same background; and it's
an uncommon path, so it's not worth setting up a full transition
for.  However, for cases where we don't go all the way back, this
is incorrect; it looks very strange to press escape in the options
submenu or the player options menu, and to have it wipe the screen.

I've dealt with this in the past by setting up a "cancel" transition
that simply runs "Off" and waits.  That works, but it's a pain, since
the wait duration needs to line up with the length of the transition.
Instead, add a transition mode "CancelTransitionsOut" that causes
Cancel to run the Out transition directly.  (This also plays the
start sound, due to a discrepency right now: with Out, it's the
screen's job to play the sound, but with Cancel, it's the transition's
job.  Figure that out later ...)

Ultimately, we should be able to have full CancelCommand transitions
if we want, but the SWME TweenOnScreen/TweenOffScreen code transition
needs to be completed first (replacing individual transitions with a
single "On"/"Off" command).
2006-02-24 03:01:28 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Glenn Maynard 65e58afda2 ctor transition (stage 3 ...) 2006-01-15 20:38:51 +00:00
Glenn Maynard 470c909ec6 Transition away from Screen(sName). 2006-01-15 18:54:03 +00:00
Chris Danford 3df20418a8 simplify: "\n" is newline, "::" separates tips 2006-01-09 17:45:21 +00:00
Chris Danford b5114cc57e use GetString for help text 2006-01-08 05:35:20 +00:00
Chris Danford 37f82b43f7 remove CStringArray #define 2005-12-09 21:36:22 +00:00
Thad Ward 8e7c921af8 fix memory and texture leak. 2005-10-30 21:50:05 +00:00
Thad Ward 7a2e51e7ea include cleanups. 2005-10-30 21:39:49 +00:00
Glenn Maynard e4db0a6304 cleanup 2005-10-18 03:49:04 +00:00
Glenn Maynard dfc67cd84d ScreenWithMenuElements::StartTransitioning -> StartTransitioningScreen, to make searching
for it easier (vs. Transition::StartTransitioning).  (Trying to simplify tweening; this
may go back later.)
2005-10-13 22:17:13 +00:00