Commit Graph
24412 Commits
Author SHA1 Message Date
Glenn Maynard dd5baec8a5 split error message handler out of LuaPanic 2007-01-14 00:22:51 +00:00
Glenn Maynard c80639acbd remove LuaFunctionList 2007-01-14 00:20:16 +00:00
Glenn Maynard 6060175649 use REGISTER_WITH_LUA_FUNCTION 2007-01-14 00:18:12 +00:00
Glenn Maynard e1dd488e32 use REGISTER_WITH_LUA_FUNCTION instead of a separate registration mechanism 2007-01-14 00:16:31 +00:00
Glenn Maynard a2f7db0232 split out SetHoldJudgment, like SetJudgment 2007-01-13 23:46:05 +00:00
Glenn Maynard 10abc89a1c fix ScreenTestInput showing not pressed buttons 2007-01-13 07:27:52 +00:00
Glenn Maynard 5bc8fc0ad2 add InputMapper::GetLevel 2007-01-13 06:55:47 +00:00
Glenn Maynard 4b16146370 remove typedef 2007-01-13 06:44:16 +00:00
Glenn Maynard badbe3ddd6 Previously, each GameButton had a SecondaryFunction; MenuButtons
mapped to each corresponding GameButton, and to each GameButton
with a matching SecondaryFunction.

Simplify.  Now, MenuButtons map to each GameButton with a matching
SecondaryFunction.  Merged GetMenuButtonSecondaryFunction and
GameButtonToMenuButton.

("MenuButtons" and "SecondaryFunction" are confusing legacy
terminology now.  Changing it once I figure out what to change
it to ...)
2007-01-13 06:36:55 +00:00
Glenn Maynard d7d4470f09 use GetGameButtonInfo 2007-01-13 05:45:40 +00:00
Glenn Maynard 8b279db97f cleaner, more consistent SecondaryFunction handling 2007-01-13 05:41:40 +00:00
Steve Checkoway b0b68212c7 Remove unused. 2007-01-13 05:18:44 +00:00
Glenn Maynard ca431d06b6 remove unused 2007-01-13 04:14:48 +00:00
Glenn Maynard 0e70d6205b remove unused 2007-01-13 04:06:49 +00:00
Glenn Maynard 9ff86822b4 remove unused 2007-01-13 03:50:21 +00:00
Glenn Maynard f5e405e28f missed: move GameButtonType out of GameInput.h 2007-01-13 03:49:47 +00:00
Glenn Maynard 58065fa455 MenuButton -> GameButton 2007-01-13 03:47:36 +00:00
Glenn Maynard 434e603026 MenuButton -> GameButton 2007-01-13 03:44:16 +00:00
Glenn Maynard 077f7a7f35 move MenuButton alias into GameButton.h 2007-01-13 03:34:32 +00:00
Glenn Maynard aee0ed627b unused 2007-01-13 03:29:33 +00:00
Glenn Maynard 57a43ea3a5 merge MenuButton and GameButton (didn't mean to commit this with the last bit) 2007-01-13 03:24:40 +00:00
Glenn Maynard a4cf344876 make GameButton an enum 2007-01-13 03:13:22 +00:00
Glenn Maynard 3fa0ecbc17 fix offset 2007-01-13 03:02:33 +00:00
Glenn Maynard ebcf1e0235 unify GameButton and MenuButton 2007-01-13 02:40:10 +00:00
Glenn Maynard d74c5689ff GameButtonToMenuButton 2007-01-13 02:03:10 +00:00
Glenn Maynard 095b6f5ba0 GameToMenu -> GameButtonToMenuButton 2007-01-13 01:16:00 +00:00
Glenn Maynard f5d285e51b GameInputToMenuButton -> GameButtonToMenuButton 2007-01-13 01:13:20 +00:00
Glenn Maynard f8e9574f1e merge m_SecondaryMenuButton into GameButtonInfo 2007-01-13 00:12:08 +00:00
Glenn Maynard 59e880e760 invert m_SecondaryMenuButton. This way, it only has as many
entries as that game has buttons; adding global GAME_BUTTONs
doesn't need adding dummy entries to each one of these.
2007-01-12 23:44:14 +00:00
Glenn Maynard e2a7576d10 GetPerButtonInfo 2007-01-12 23:00:40 +00:00
Glenn Maynard 369a060afa Don't duplicate the data for common GameButtons.
InputScheme separates the generic, low-level engine data
from the Game*-specific high-level data.  GameButtonType
is a high-level distinction; in fact, it's only needed
for custom GameButtons (eg. DANCE_BUTTON_*), since the
function of generic GameButtons (GAME_BUTTON_*) can simply
be identified by their value--that's why, for example, we
don't have GameButtonType for GAME_BUTTON_COIN.
2007-01-12 22:57:55 +00:00
Glenn Maynard 4d761d588e Define keyboard mappings with InputMapping. Add a
default keyboard mapping, so we don't have to define
mappings for common keys in every game.
2007-01-12 08:00:31 +00:00
Glenn Maynard 90b1b20c89 gameplay fixup 2007-01-12 06:28:57 +00:00
Glenn Maynard 28df360da4 missed commit: m_iInputColumn defines columns only for game-custom
buttons
2007-01-12 06:20:23 +00:00
Glenn Maynard bcc126848d allow deviceButton or gb to be invalid 2007-01-12 06:04:14 +00:00
Glenn Maynard 24d5d5220c move out InputMapper::Mapping 2007-01-12 06:03:08 +00:00
Glenn Maynard 7c112811a4 remove Game enum. Games are identified by their Game* or Game->szName. 2007-01-12 05:39:15 +00:00
Glenn Maynard adaf15291c Refactor. Instead of
static Game g_Games[NUM_GAMES] =
{
    { a ... },
    { b ... }
};

do

static Game g_Game_A =
{
  a ...
};

static Game &g_Games[NUM_GAMES] =
{ &g_Game_A, &g_Game_B, &g_Game_C };

This allows much easier organizing data by game, and splitting large arrays
into a dynamically sized array instead of having large fixed-size arrays sized
for the largest one.  The GAME_ array may be deprecated, and this may be done
for styles too.
2007-01-12 05:30:21 +00:00
Glenn Maynard 3ff773e575 handle slot indexes automatically 2007-01-12 01:42:35 +00:00
Glenn Maynard 59da84966f merge code for common GameButtons 2007-01-11 06:31:48 +00:00
Glenn Maynard 606daa7808 consistency 2007-01-11 06:20:34 +00:00
Glenn Maynard c129a5f6dd merge code for common GameButtons (buttons in every game) 2007-01-11 06:10:18 +00:00
Glenn Maynard 3d424ae5ef move common buttons to the front 2007-01-11 05:48:25 +00:00
Glenn Maynard 969e65dea8 propagate properties through to the source, so we don't lose eg. "continue"
settings.  Properties sent through a Split will affect all users.
2007-01-11 04:06:22 +00:00
Glenn Maynard 2f5ce94d48 reverse m_iStopDrawingHoldBodyOffsetFromTail/m_iStartDrawingHoldBodyOffsetFromHead effect if we're reversing the hold body 2007-01-11 03:38:16 +00:00
Glenn Maynard d59d141566 fix reverse alignment 2007-01-11 03:37:21 +00:00
Glenn Maynard 63b273fee2 FlipHeadAndTailWhenReverse is a bit confusing.
Other things are happening here: anchoring the hold note to the
top or bottom, and flipping the wavy texture upside down.  These
have separate purposes:

Normal hold rendering anchored to the bottom, so the hold scrolls
up as it's held; if it was anchored at the top, then it would
stay in place and the bottom would disappear as it was held.
In reverse, we can optionally reverse this, so the hold scrolls
down as it's held, or not reverse it, causing the hold to be
eaten by the head as the head comes down.

Normal hold rendering displays the hold body right-side-up.
In reverse, we can optionally render the hold body upside-down.
If we're flipping the head and tail (usually, putting the
overlaid arrow on the bottom instead of the top), mirroring
the body may or may not be wanted.

Additionally, we can optionally reverse the head and tail
(not to be confused with the top and bottom caps) in reverse.

These have been done together, but that's confusing; it's a
single setting with several obscure effects.  Split it up.
2007-01-11 03:10:36 +00:00
Glenn Maynard d561eecb17 clarify 2007-01-11 02:51:58 +00:00
Glenn Maynard 55195a502f fix crash when GetEndFrame() < m_iPositionFrames due to jumped position 2007-01-09 00:26:56 +00:00
Glenn Maynard 258140f50a flip for consistency 2007-01-07 09:06:34 +00:00