Chris Danford
09e3f1872e
GetNextScreen -> GetNextScreenName (makes return type more clear in Lua)
2007-08-25 03:13:16 +00:00
Glenn Maynard
7f08da77f1
set all lights modes in metrics (except for a couple programmatic ones
...
for now)
2007-06-14 13:38:26 +00:00
Glenn Maynard
9a41d096ef
controllable LightsMode
2007-06-11 19:00:47 +00:00
Glenn Maynard
743421f88f
some MENU -> GAME
2007-05-10 17:59:13 +00:00
Glenn Maynard
352067b509
EndCommand
2007-04-17 17:53:36 +00:00
Glenn Maynard
2663f35be8
kill first draw after BeginScreen
2007-03-26 22:52:54 +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
Steve Checkoway
a0dfa4d06a
Do this in metrics instead.
2007-02-19 04:25:07 +00:00
Steve Checkoway
8f18ee731d
Stacked screens do not have a PrevScreen, they get popped. Fixes dialog box popping up after pressing escape at ScreenTextEntry.
2007-02-19 03:36:51 +00:00
Glenn Maynard
fcf121feb0
add PlayCommandNoRecurse to fix PlayCommand hack
2007-02-10 05:42:25 +00:00
Glenn Maynard
ef3b1b7218
MenuTimer is in SWME; move SM_MenuTimer there, too. (Screen no longer
...
needs GAMESTATE.)
2006-11-21 20:04:51 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +00:00
Glenn Maynard
d591926ff7
Don't play sounds in JoinInput; let the caller do that.
...
Localize "only play start sound for the 2nd player who joins"
hack into ScreenSelect.
2006-11-21 19:52:18 +00:00
Glenn Maynard
39c60364be
remove global
2006-11-02 04:54:39 +00:00
Glenn Maynard
d879e4802a
Move LoadingScreen to a global.
...
LoadingScreen is a variable that should be available to all loading
definitions. Param does this currently, but I'm redesigning that, and this
particular case doesn't fit. Conceptually, it really is a global (though
perhaps should be tucked away with an environment or something).
2006-10-14 02:37:15 +00:00
Glenn Maynard
45c85f0ebb
unused
2006-10-01 00:04:02 +00:00
Glenn Maynard
c690fdcfe4
unify registration
2006-09-29 00:01:32 +00:00
Glenn Maynard
4002071bea
simpler Lua boilerplate
2006-09-27 19:47:52 +00:00
Glenn Maynard
3f40f6c796
unneeded
2006-09-15 06:06:36 +00:00
Glenn Maynard
ad24ecb82c
remove old
2006-09-15 05:29:16 +00:00
Glenn Maynard
47ef4873fb
remove MenuX(pn)
2006-09-14 21:28:29 +00:00
Glenn Maynard
c7dfb9f2ec
MenuInput -> MenuButton
2006-09-14 20:52:34 +00:00
Glenn Maynard
f1cd95828e
remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID
2006-09-14 20:31:46 +00:00
Glenn Maynard
ad809ec5fa
simplify interface
2006-09-14 08:14:22 +00:00
Glenn Maynard
2b5cbe811f
check the button press in the caller of JoinInput (so we
...
don't have to construct a fake input message in
ScreenSelectMaster::MenuStart)
2006-09-14 08:11:58 +00:00
Glenn Maynard
aeb0c1be0b
unwrap
2006-09-14 08:08:09 +00:00
Glenn Maynard
26a773d983
no need to MenuI.IsValid before comparing
2006-09-14 08:06:22 +00:00
Glenn Maynard
93844f840f
simplify
2006-09-14 08:05:40 +00:00
Glenn Maynard
3157bb77d4
consolidate "delayed back" logic
2006-09-14 07:55:34 +00:00
Glenn Maynard
3fe68d7f7d
simplify
2006-09-14 05:18:40 +00:00
Glenn Maynard
754f2edb0f
JoinInput(MenuInput ) -> JoinInput(InputEventPlus)
2006-09-14 03:23:17 +00:00
Glenn Maynard
c9c88f26c2
input.MenuI.player -> input.pn
2006-09-14 03:18:16 +00:00
Glenn Maynard
c71d8f7425
IET_SLOW_REPEAT -> IET_REPEAT
2006-09-13 02:59:05 +00:00
Glenn Maynard
d03db0c4f9
remove IET_FAST_REPEAT
2006-09-13 02:55:19 +00:00
Glenn Maynard
c9ae1296d1
Add BeginCommand.
...
There are several initialization commands; they all serve distinct purposes.
InitCommand is run exactly once; it sets initial state, typically state which
never changes for the lifetime of the actor. Copied actors will not call
this command again; they'll simply inherit the state from the original.
BeginCommand is run from BeginScreen, and is intended to set the actor up
for that run of the screen, as BeginScreen does for the screen. This
includes setting text or graphics based on current game state; eg.
"settext,GAMESTATE:GetCurrentSong():GetDisplayFullTitle()".
OnCommand is also run from BeginScreen, and begins the actor's on tween.
BeginCommand are mostly equivalent; they're run from the same place. BeginCommand
is intended to be used from base XML actors; OnCommand is set by derived XML
actors (explanation of this out of scope). Also, OnCommand is run inconsistently,
at least in implementation, until the GenericTweenOn() transition is complete.
BeginCommand is not.
(As with all commands, this can be declared for the screen itself by using the
"ScreenBeginCommand" metric--untested.)
2006-07-01 05:33:49 +00:00
Glenn Maynard
ec91c4030a
remove OVERRIDE_LOCK_INPUT_SECONDS, LOCK_INPUT_SECONDS; handle "tiny lock" generally; don't move "lock by tween time" just yet
2006-06-27 23:15:56 +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
3a10111e99
bleh. Too much doesn't use the standard StartTransitioning/Cancel paths; this needs to be transitioned. Don't need m_sPrevScreen, though.
2006-06-25 18:14:42 +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
84226e5d27
cleanup
2006-03-14 02:23:45 +00:00
Glenn Maynard
1c3d8baeeb
Screen:PostScreenMessage
2006-02-24 01:09:42 +00:00
Glenn Maynard
0ad99bffc2
switch -> if
2006-02-24 00:20:41 +00:00
Chris Danford
ce1526fcd9
tab fixup
2006-02-03 19:24:14 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00