Glenn Maynard
5f2d10f620
EffectMode
2007-03-20 07:43:47 +00:00
Glenn Maynard
4b1f1fcd2c
add Sprite::SetTexture
2007-02-13 23:34:51 +00:00
Glenn Maynard
c3a0714e4a
make Quad less special. Create a "default" texture object for the
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"no texture" properties. This way, loaded sprites always have a
texture loaded.
2007-02-13 07:39:49 +00:00
Glenn Maynard
bf6327ad00
don't access the low-level texture unnecessarily
2007-02-13 06:46:24 +00:00
Glenn Maynard
e9a04f81b3
make Sprite internals private
2007-02-13 06:40:14 +00:00
Glenn Maynard
6cb284496c
split out LoadStatesFromTexture
2007-02-13 06:34:29 +00:00
Glenn Maynard
5437d929a8
redo sprite frame handling, with Lua in mind; allow defining arbitrary
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rects
2007-02-08 20:38:16 +00:00
Glenn Maynard
cd3f228338
covariant Copy()
2006-10-20 00:17:51 +00:00
Glenn Maynard
e11914d4bb
LoadFromNode(sDir, pNode) -> LoadFromNode(pNode)
2006-10-09 08:24:10 +00:00
Glenn Maynard
3c15c15aa2
AddImageCoords
2006-07-29 00:16:57 +00:00
Glenn Maynard
ad0e9c3105
remove; access the texture directly
2006-07-28 23:29:37 +00:00
Glenn Maynard
3324ec1a85
old
2006-07-28 21:42:15 +00:00
Glenn Maynard
d580386bb9
unused
2006-07-28 00:38:43 +00:00
Glenn Maynard
e340b0adfd
m_sSpritePath is obsolete and never set
2006-07-27 23:20:12 +00:00
Glenn Maynard
8be243e3a0
tab/spacing cleanups
2006-02-10 01:56:23 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Chris Danford
608ba7f7ac
cleanup
2005-12-03 07:44:59 +00:00
Glenn Maynard
201fe355ac
simplify
2005-10-11 02:16:55 +00:00
Glenn Maynard
a808a49b65
remove return value; always true and never checked (texture load errors
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are handled with warnings and a dummy texture)
2005-10-11 02:15:27 +00:00
Glenn Maynard
1c81bcc5fc
EarlyAbortDraw() const
2005-08-25 00:57:53 +00:00
Chris Danford
7cfcce6e7d
remove .sprite file support. Use .xml instead
2005-07-26 20:00:19 +00:00
Glenn Maynard
a5bed04ed3
Copy()
2005-07-19 00:18:32 +00:00
Glenn Maynard
2aa932ca3a
Sprite copy ctor, same reason (refcounted textures)
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this is the sort of thing HiddenPtr is meant to avoid, but I'm not ready to
start using it on refcounted objects just yet ...
2005-07-15 04:16:31 +00:00
Glenn Maynard
e2cfba413a
update registration for various types
2005-06-20 04:23:36 +00:00
Glenn Maynard
d66f00ea23
lua cleanup
2005-06-15 02:27:16 +00:00
Chris Danford
dac72665e3
move background file enumerating into BackgroundUtil.*
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fix editor background change functionality
2005-05-31 01:17:37 +00:00
Chris Danford
b1075cc513
support loading Sprite frames from xml (deprecates .sprite files)
2005-04-30 07:49:14 +00:00
Ben Anderson
9c9d1f365f
Reorder; fixes compilation on GCC 3.4.
2005-03-19 00:48:33 +00:00
Glenn Maynard
dba99df68e
Load methods
2005-03-18 23:57:48 +00:00
Glenn Maynard
d6a972cbbb
setstate
2005-02-26 19:54:13 +00:00
Chris Danford
09f19b9d0c
change BArg to look for a Lua boolean type
2005-02-17 21:34:46 +00:00
Chris Danford
d5022cb1b6
code style cleanup
2005-02-12 20:29:38 +00:00
Chris Danford
68dd253720
use templated classes instead of macros for easier debugging
2005-01-31 08:05:27 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
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(needs cleanup)
2005-01-26 11:21:43 +00:00
Chris Danford
cd9c48d645
LuaHelpers -> LuaManager
2005-01-24 02:26:55 +00:00
Glenn Maynard
66d39dd65c
Add ActorFrame::DeleteChildrenWhenDone, to call DeleteAllChildren automatically.
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Move movie GainFocus/LoseFocus handling to Sprite.
Visualizations are part of Background, not BGAnimation; move them there. Remove BGAnimation::LoadFromVisualization and BGAnimationLayer::LoadFromVisualization.
2005-01-15 20:32:35 +00:00
Chris Danford
ed19821e09
rename: ActorCommand -> Command
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Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
6c855f0c93
"ParsedCommand" -> "ActorCommand"
2004-11-06 20:42:09 +00:00
Glenn Maynard
45d3bb5809
sprite fixes (yuck, this is tricky)
2004-10-18 18:18:57 +00:00
Glenn Maynard
e48459c7ae
remove dupe effect timer code
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fix movie bugs
2004-10-18 04:20:44 +00:00
Glenn Maynard
12b777c12a
Sprites now follow the effect clock; you can sync an animated sprite
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to the beat. This can be used to implement things like the receptor
row in .sprites. (This is minor; it's actually just a tangent of another
change which I havn't committed yet ...)
2004-10-16 02:15:18 +00:00
Chris Danford
1d376f5795
add support for texture coordinate animation in AnimatedTexture
2004-08-09 00:46:42 +00:00
Glenn Maynard
8b737d3378
license update
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don't include RageUtil.h
2004-06-08 00:47:17 +00:00
Glenn Maynard
f353bd3206
Sprite::SongBGTexture, Sprite::SongBannerTexture (replacing Banner::BannerTex)
2004-03-26 07:50:33 +00:00
Chris Danford
10a4580c12
remove Actor::Fade*, remove unnessary virtuals in Actor
2004-02-14 03:38:34 +00:00
Chris Danford
f7647ae391
add pre-parsing for ActorCommands (though not yet used in ThemeManager)
2004-01-10 20:34:18 +00:00
Chris Danford
4ac936cfbf
GrayArrow => ReceptorArrow
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move ReceptorArrow metrics into NoteSkin
ReceptorArrow metrics, code cleanup
2003-12-22 10:30:10 +00:00
Glenn Maynard
60aee74847
implement edge fade
2003-11-08 19:38:38 +00:00
Glenn Maynard
c77ddb2107
Reduce dependencies, const fix.
2003-11-07 20:55:30 +00:00
Glenn Maynard
a9c98610ba
add StretchTexCoords, StretchTexCoords command
2003-10-30 22:56:45 +00:00