Glenn Maynard
e2c82a665c
JudgmentTransformCommandFunction -> JudgmentTransformCommand
2007-03-02 21:52:10 +00:00
Glenn Maynard
4454a0aa8b
use a regular command for this
2007-03-02 21:50:13 +00:00
Glenn Maynard
69f4ff079a
update
2007-03-02 21:02:54 +00:00
Glenn Maynard
1e4b7b1260
Reduce Combo to an AutoActor. Send Combo messages to the
...
whole Player, like Judgment messages.
This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
2007-03-02 20:53:03 +00:00
Glenn Maynard
13063bdb98
handle Player var the same way for judgment and combo
...
remove unused message
2007-03-02 20:35:59 +00:00
Glenn Maynard
5bcc46afc2
remove sprJudgmentFrame. Do this within Judgment.
2007-03-02 20:29:07 +00:00
Glenn Maynard
3784a0b82a
fixup
2007-03-02 06:56:13 +00:00
Chris Danford
0d55d1ecf0
xml -> lua
2007-03-02 06:54:04 +00:00
Glenn Maynard
4c9b90a480
do judgements in Lua
...
remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard
7116b55eab
judgements in lua
2007-03-02 06:44:45 +00:00
Glenn Maynard
c5daee77b6
bind GetNumStates
2007-03-02 06:16:45 +00:00
Glenn Maynard
3d32553a87
cleanup
2007-03-02 06:16:24 +00:00
Glenn Maynard
c0e8327704
don't propagate broadcasts
2007-03-02 06:15:56 +00:00
Glenn Maynard
f49cbb703e
don't SetJudgment here. UpdateJudgedRows will do it.
2007-03-02 06:15:08 +00:00
Glenn Maynard
07ed0ee670
PercentageDisplay usage update
2007-03-02 04:53:06 +00:00
Glenn Maynard
2da0ef9a0a
GetTapNoteScores, GetHoldNoteScores
2007-03-02 04:50:51 +00:00
Glenn Maynard
64f3aae6d6
remove debug
2007-03-01 23:40:53 +00:00
Glenn Maynard
c5a322a6a8
do some combo stuff in lua
2007-03-01 23:40:52 +00:00
Glenn Maynard
cce5062725
add missing
2007-03-01 23:21:55 +00:00
Glenn Maynard
f361dc7032
handle MultiPlayer judgements with message parameters to clean
...
up judgement handling
2007-03-01 21:22:37 +00:00
Glenn Maynard
a4e0b38d9a
AutoActor
2007-03-01 20:49:18 +00:00
Glenn Maynard
9a7c5aa0de
adjust align shortcut
2007-03-01 08:20:54 +00:00
Glenn Maynard
848e6eaa9b
remove old
2007-03-01 08:15:18 +00:00
Glenn Maynard
495f80962b
expose fractional alignment
2007-03-01 08:14:33 +00:00
Chris Danford
ee304290ec
add experimental OptionsList
2007-03-01 07:57:04 +00:00
Chris Danford
83f1e77d16
xml -> lua
2007-03-01 07:55:07 +00:00
Glenn Maynard
50c64785b4
odn't rebuild on vetical change
2007-03-01 04:49:38 +00:00
Glenn Maynard
6b9084a72d
cleanup
2007-03-01 04:30:40 +00:00
Glenn Maynard
c371d9f26b
Previously, alignment had to be implemented by each actor, so it was
...
only ever supported by Sprite and BitmapText. Handle it globally, using
m_size. This way, an actor only needs to set m_size to support alignment.
This means alignment can be set for non-drawing ActorFrames, if a size
is set explicitly. This allows stretching from the border of a frame
without playing games with extra nested frames. "setsize,100,100;valign,4;zoomx,.5"
This adds an extra matrix multiply. This will only happen for actors
actually set to non-centered alignment, which is the exception.
BitmapText still overrides this behavior a bit. Alignment for text
does two things: changes the alignment of the bounding box vs. the
X/Y position (the generic behavior), and changes the alignment of
the text within the bounding box.
2007-03-01 04:29:05 +00:00
Glenn Maynard
be4efcd0c2
Represent alignment as a float; eliminates selects. (I havn't
...
yet decided whether these should be -1.0 ... +1.0, indicating
"fully left aligned" and "fully right aligned", or 0.0 ... 1.0,
indicating "anchor to this fractional position in m_size".
It may become the latter.)
2007-03-01 02:19:49 +00:00
Glenn Maynard
f6b792490a
combo update
2007-03-01 00:45:56 +00:00
Glenn Maynard
79b39eeefa
update
2007-03-01 00:43:49 +00:00
Glenn Maynard
56d120e0ea
const
2007-03-01 00:03:32 +00:00
Glenn Maynard
3bd0ed7101
cleanup
2007-03-01 00:01:48 +00:00
Glenn Maynard
201cb80965
matrix fix
2007-02-28 05:03:15 +00:00
Steve Checkoway
fa40d68c24
Missing metric. I am not sure what this is for or why I decided on false. Fix as needed.
2007-02-27 07:14:16 +00:00
Glenn Maynard
702d7ffed6
ShowDifficultyMeters
2007-02-27 01:33:05 +00:00
Glenn Maynard
5367feb73f
ShowDifficultyMeters
...
(note: this approach is not recommended for new code. It's better to
control this stuff with Lua. This is just an interim before this stuff is
moved over to Lua, since I don't want to spend time converting it
right now.)
2007-02-27 01:25:38 +00:00
Glenn Maynard
ea27bbf7a9
lua
2007-02-27 01:13:53 +00:00
Glenn Maynard
d6784ea278
lua
2007-02-27 01:05:29 +00:00
Chris Danford
0c972a4dd7
cleanup CoinMode and Premium names
2007-02-26 09:40:14 +00:00
Chris Danford
e9f66fbc75
Resize down to height = 480. That way, we don't resize down typical widescreen resolutions.
2007-02-26 09:36:43 +00:00
Glenn Maynard
107c0e20c3
set PreviousScreen during BeginScreen
2007-02-26 08:24:11 +00:00
Chris Danford
5637d0f7f7
Move RadarValues::WriteSimpleValues, WriteComplexValues into ThemeMetric objects for maintainability.
2007-02-26 06:04:52 +00:00
Glenn Maynard
aa34a3082d
remove OnCommand hacks
2007-02-26 03:24:38 +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
67cfe0f4ad
remove Transition::GetLengthSeconds
2007-02-26 03:04:50 +00:00
Glenn Maynard
b54183937a
do SSO prompt in lua
2007-02-26 02:58:35 +00:00
Glenn Maynard
495b1ecc75
do this in lua
2007-02-26 02:52:42 +00:00
Glenn Maynard
61abaf660c
lua
2007-02-26 02:43:52 +00:00