Chris Danford
09e3f1872e
GetNextScreen -> GetNextScreenName (makes return type more clear in Lua)
2007-08-25 03:13:16 +00:00
Glenn Maynard
9a41d096ef
controllable LightsMode
2007-06-11 19:00:47 +00:00
Glenn Maynard
352067b509
EndCommand
2007-04-17 17:53:36 +00:00
Glenn Maynard
eb68cd72bb
split out CodeSet
2007-03-16 23:56:10 +00:00
Glenn Maynard
1189f94ede
generalize CodeNames
2007-03-16 23:33:41 +00:00
Glenn Maynard
1faeb65a40
per-screen RepeatRate, RepeatDelay
2007-03-16 06:00:06 +00:00
Chris Danford
cf80f30e3b
beginnings of late join
2007-03-04 08:52:06 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +00:00
Steve Checkoway
dc4d0317b5
Don't create a new class just to register a screen.
2006-11-19 00:33:52 +00:00
Glenn Maynard
32820b65e3
use LuaThreadVariable
2006-11-02 04:36:05 +00:00
Glenn Maynard
47ef4873fb
remove MenuX(pn)
2006-09-14 21:28:29 +00:00
Glenn Maynard
ed228615a3
remove empty wrapper class MenuInput
2006-09-14 20:55:32 +00:00
Glenn Maynard
ad809ec5fa
simplify interface
2006-09-14 08:14:22 +00:00
Glenn Maynard
754f2edb0f
JoinInput(MenuInput ) -> JoinInput(InputEventPlus)
2006-09-14 03:23:17 +00:00
Glenn Maynard
0d10d38035
bind lockinput
2006-06-27 23:07:11 +00:00
Glenn Maynard
5795d2b5f6
merge m_fLockInputSecs's
2006-06-27 22:51:43 +00:00
Glenn Maynard
33d89da000
bind GetNextScreen
2006-06-25 20:06:06 +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
Steve Checkoway
c4835e0adb
Revert. Reloading is a hack and shouldn't be part of the API.
2006-03-18 13:26:01 +00:00
Steve Checkoway
2dcdea5467
Add ReloadScreen().
2006-03-18 11:02:20 +00:00
Glenn Maynard
3699674088
add EndScreen(), symmetric with BeginScreen
2006-03-16 05:38:47 +00:00
Chris Danford
3f6199b84a
make ScreenGameplay use a background, but blank it
2006-02-05 05:50:38 +00:00
Glenn Maynard
7df95cd0d4
ScreenType is being overloaded in incompatible ways:
...
- the editor sets "system_menu" to trick StepMania.cpp into not
allowing the operator menu button, to prevent losing data;
- the editor also sets "gameplay" in "playback" mode to influence
ScreenSyncOverlay and ScreenDebugOverlay; this breaks the above,
allowing scroll lock in play mode.
A similar problem happens when we push screens: scroll lock works
in the MiniMenus in the editor.
It's semantically unintuitive to call the editor a "system_menu", anyway.
Split out AllowOperatorMenuButton, and use it directly. Check all
screens, and don't allow it if any screen on the stack disallows it.
2006-02-01 06:54:15 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
a87993bcb1
finish ctor transition
2006-01-15 20:46:15 +00:00
Glenn Maynard
65e58afda2
ctor transition (stage 3 ...)
2006-01-15 20:38:51 +00:00
Glenn Maynard
1fe278b48d
Transition away from Screen(sName), to Screen(); set the name just
...
before calling Init(). This will reduce the amount of repetitive
boilerplate code for screens, allowing a screen to have no explicit ctor.
2006-01-15 18:36:40 +00:00
Glenn Maynard
0361ad99d9
update comment
2005-10-31 04:03:16 +00:00
Glenn Maynard
fde59d8464
set the loading screen, so actors can use it as an input variable
2005-10-28 22:47:11 +00:00
Glenn Maynard
d26a729c5c
never overriden
2005-10-13 22:11:56 +00:00
Glenn Maynard
6ea2f37a36
Change MenuUp(pn,type) overrides to MenuUp(IEP), so info like DeviceI.ts is always accessible.
2005-09-23 00:44:52 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Glenn Maynard
74cbecfa7e
different ScreenMessages sent on pop is expected to be a more commonly
...
used way of communicating between screens; make it easier to use.
2005-08-14 01:56:37 +00:00
Glenn Maynard
7102b1338b
run ScreenOnCommand in BeginScreen
2005-08-03 00:39:21 +00:00
Glenn Maynard
86f3b4a6b5
Screen::GetNextScreen, Screen::GetPrevScreen
2005-07-22 09:11:17 +00:00
Glenn Maynard
ea3e2ba6f9
remove Screen.h dep on ScreenManager.h. (this looked more useful before pulling in the higher-level includes, but still seems like the right thing to do)
2005-07-20 09:49:46 +00:00
Glenn Maynard
e78efb0b9d
cleanup
2005-07-20 09:38:10 +00:00
Glenn Maynard
019000a40e
remove m_bIsTransparent
2005-07-19 21:01:50 +00:00
Glenn Maynard
3574f57624
working on reusable screens: instead of starting tweens in Init, just load actors in Init and begin tweening in BeginScreen (along with anything else needed to start or restart a screen). Many things done in FirstUpdate can probably be moved here, too.
2005-07-15 01:16:05 +00:00
Glenn Maynard
4a416d34d0
Screen, ScreenWithMenuElements bindings
2005-07-12 05:44:54 +00:00
Chris Danford
f1c14bb2ab
fix flipped AllowOperatorMenuButton
2005-05-21 00:17:31 +00:00
Chris Danford
d67d60e178
sync controls cleanup:
...
move sync display/saving out of complicated ScreenGameplay
show sync UI in editor playback as well as gameplay
revert sync from in-memory backup, not from disk
move more functions into debug overlay
2005-05-19 23:29:39 +00:00
Chris Danford
5c16cabf0d
move CoinMode toggle entirely into debug menu
...
add mute to debug menu
2005-05-16 22:23:20 +00:00
Chris Danford
18e3ad2666
add Init command to Screen
2005-05-03 09:13:43 +00:00
Glenn Maynard
975231ef07
MenuSelect
2005-04-29 06:31:34 +00:00
Glenn Maynard
d7911ccff9
simpler approach to letting overlay screens grab input
2005-03-09 02:45:33 +00:00
Glenn Maynard
58510d151d
allow registering more than one screen class in a file
2005-02-08 08:37:40 +00:00
Chris Danford
9415cea26a
fix duplicate start sounds
...
don't BeginFadingOut if the selected choice doesn't specify a screen
2005-01-08 09:50:59 +00:00
Glenn Maynard
4b7ce342f5
add separate Screen::Init
2005-01-03 22:39:41 +00:00
Glenn Maynard
703b15b2ab
remove unused
2004-12-27 22:32:16 +00:00