Commit Graph

24383 Commits

Author SHA1 Message Date
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
Glenn Maynard 060e129762 flip; it's more natural to anchor top inside the loop, so texture coordinates increase as fY increases. (Was the bAnchorToBottom code bcakwards? I think it was just symmetric.) 2007-01-07 09:02:00 +00:00
Glenn Maynard 9f6f64dfec Shift some complexity out of the inner loop, so the texture coordinate
calculation is easier to manipulate.
2007-01-07 08:52:23 +00:00
Glenn Maynard c24adab2b3 s/fVertTexCoordOffset/fAddToTexCoord/
invert
2007-01-07 08:45:56 +00:00
Glenn Maynard 85867cb8e6 remove DrawHoldHeadTail 2007-01-07 02:47:28 +00:00
Glenn Maynard 57ab69e202 use DrawActor 2007-01-07 02:43:32 +00:00
Glenn Maynard 1906ed14de DrawActor, DrawHoldHeadTail equivalent 2007-01-07 02:40:10 +00:00
Glenn Maynard a4b3ab04e0 DrawActor usable for non-wavy hold parts 2007-01-07 02:36:51 +00:00
Glenn Maynard aea580e525 more consistent param order 2007-01-07 02:17:55 +00:00
Glenn Maynard b85f6f2169 pass fYOffset to DrawHoldHeadTail, so it acts more like DrawActor 2007-01-07 02:01:16 +00:00
Glenn Maynard af80f6b912 pass fYOffset to DrawHoldHeadTail, so it acts more like DrawActor 2007-01-07 01:59:21 +00:00
Glenn Maynard b51ea6f96a swap offsets too 2007-01-07 01:55:48 +00:00
Glenn Maynard 9b346ca86e cleanup 2007-01-07 01:49:44 +00:00
Glenn Maynard a0f221cb28 revert; causes glitches 2007-01-07 01:45:33 +00:00
Glenn Maynard 21c9ad516e fix very small hold note rendering 2007-01-07 00:15:15 +00:00
Glenn Maynard 7c838c69f7 simplify 2007-01-06 23:07:20 +00:00
Glenn Maynard 3bfe0faca9 simplify 2007-01-06 23:04:46 +00:00
Glenn Maynard 23a70e943d fix body scrolling 2007-01-06 22:23:43 +00:00
Glenn Maynard 7201dd2c34 fix wrapping 2007-01-06 22:19:26 +00:00
Glenn Maynard 2ab500aa75 remove param 2007-01-06 21:28:55 +00:00
Glenn Maynard b67091b396 Splitting the glow and diffuse passes may have been a
win with the note skins ~4 years ago, where the hold
note parts were all in one texture.  Now, they're split
into several parts, and we're changing the texture for
each part, which is a bigger state change than changing
the glow mode.  Simplify this a bit and push DrawHoldHeadTail
and DrawActor together..
2007-01-06 21:27:05 +00:00
Glenn Maynard 5de93444f1 simplify 2007-01-06 21:23:07 +00:00
Glenn Maynard 94dac3e867 simplify 2007-01-06 21:18:19 +00:00
Glenn Maynard 9a56285da9 cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:02:44 +00:00
Glenn Maynard 4a5a5ace4a cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:02:27 +00:00
Glenn Maynard 1f68f86a2f cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:02:13 +00:00
Glenn Maynard 2582037cca cosmetic: tweak DrawActor and DrawHoldHeadTail together 2007-01-06 21:01:13 +00:00
Glenn Maynard ef3d02e02d bFlipHeadAndTailWhenReverse flips the head and tail, and flips
the hold body.  Flip the caps, too.
2007-01-06 08:33:08 +00:00
Glenn Maynard db7bb23676 don't offset non-wrapped parts 2007-01-06 08:30:50 +00:00
Glenn Maynard 05e69b4b83 simplify 2007-01-06 08:28:53 +00:00