Commit Graph
86 Commits
Author SHA1 Message Date
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