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