Commit Graph

231 Commits

Author SHA1 Message Date
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 0ec8486dfa prefer to do work that needs m_sName in Init() (prep work for later stuff) 2006-01-15 09:09:34 +00:00
Glenn Maynard 51079573e2 reset m_sNextScreen and m_sPrevScreen in BeginScreen() 2006-01-15 08:28:00 +00:00
Glenn Maynard 6344476389 add ActorUtil::ActorParam helper 2006-01-14 05:27:29 +00:00
Glenn Maynard cdd516fd74 Eliminate SCREEN_WIDTH/HEIGHT from RDisplay. It's up to the
user code to pass the desired camera space dimensions to
LoadMenuPerspective (normally done by Screen).  SDimensions.h
is high-level.
2005-12-29 18:33:03 +00:00
Glenn Maynard 938bfeb7b0 add ActorUtil::SetParamFromStack, ActorUtil::GetParam. Save params to
a table, not as global variables.  Saving and loading from globals is still
around temporarily.
2005-10-29 01:28:29 +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 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
Glenn Maynard 8b9bf0d31a load all commands for screens 2005-09-07 20:44:43 +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 3791a8058a This is still needed: we process delayed screen loads in the ScreenManager update *after* updating screens. 2005-08-14 21:14:54 +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 7a06b9edbe InitCommand -> ScreenInitCommand 2005-08-03 00:47:33 +00:00
Glenn Maynard 7102b1338b run ScreenOnCommand in BeginScreen 2005-08-03 00:39:21 +00:00
Glenn Maynard cfdbe5a134 fix crash 2005-07-29 03:22:48 +00:00
Glenn Maynard b293a4490f ironing out preloading logic 2005-07-23 01:18:48 +00:00
Glenn Maynard 28b3336f64 prepare and group screens in the screen using them, not in the screen
going to that screen (eg. not in GameCommand)
2005-07-22 23:08:28 +00:00
Glenn Maynard 86f3b4a6b5 Screen::GetNextScreen, Screen::GetPrevScreen 2005-07-22 09:11:17 +00:00
Glenn Maynard f8f65d0a48 changing prepared screen logic; DeletePreparedScreens will be done
automatically
2005-07-22 07:02:20 +00:00
Glenn Maynard 019000a40e remove m_bIsTransparent 2005-07-19 21:01:50 +00:00
Glenn Maynard 4a416d34d0 Screen, ScreenWithMenuElements bindings 2005-07-12 05:44:54 +00:00
Glenn Maynard 75b937a28b testing 2005-07-12 02:23:11 +00:00
Glenn Maynard 47b3965186 cleanup 2005-07-11 23:42:45 +00:00
Glenn Maynard 96278f2eca cleanup 2005-07-01 04:42:30 +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 49bbddcb74 broadcast players joined and finalized 2005-05-07 00:27:31 +00:00
Chris Danford 820fb0b361 broadcast on Preference changes 2005-05-06 20:41:05 +00:00
Chris Danford 18e3ad2666 add Init command to Screen 2005-05-03 09:13:43 +00:00
Chris Danford b9e8f4d7b0 fix coin mode toggling 2005-04-29 18:20:16 +00:00
Glenn Maynard 975231ef07 MenuSelect 2005-04-29 06:31:34 +00:00
Chris Danford 659def4479 fix Pop message doesn't get sent if more than 1 prompt screen on the stack 2005-03-23 06:46:24 +00:00
Glenn Maynard d7911ccff9 simpler approach to letting overlay screens grab input 2005-03-09 02:45:33 +00:00
Glenn Maynard 2404ff1641 generic screen popping: pop if pushed, instead of NEXT_SCREEN 2005-03-08 03:52:18 +00:00
Chris Danford a2915c038b add TemporaryEventMode flag to GameState 2005-02-21 17:29:49 +00:00
Glenn Maynard 85ee2cfd41 fix skip when start is pressed on the title menu 2005-01-08 16:40:32 +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
Chris Danford 5cbe07e450 allow screens to handle input from disabled players 2005-01-04 10:57:27 +00:00
Chris Danford 57e02f2b75 change BGALayer to use Actor's map of commands
add "applydefaultoptions" command
clean up CoinMode and Premium enums
2005-01-04 10:51:25 +00:00
Chris Danford 12d556c759 allow multiple, simultaneous prepared screens 2004-12-09 09:41:06 +00:00
Chris Danford 2b9d990e71 prefs name cleanup 2004-12-04 06:09:30 +00:00
Chris Danford 0493949aa9 registering screens 2004-11-27 06:10:33 +00:00
Charles Lohr f84df92e13 Add: ScreenPackages 2004-11-26 07:20:03 +00:00
Charles Lohr cccf06e7b0 Add: Abstraction for ScreenNetSelects... And the new room screen. 2004-11-16 23:12:58 +00:00
Chris Danford 8bead07713 disable ScreenEndlessBreak 2004-11-05 08:23:42 +00:00
Chris Danford 012ead80fd fix compile error 2004-11-05 06:40:08 +00:00
Chris Danford 03fbb915f3 remove VC6 scoping hacks 2004-09-21 07:53:39 +00:00
Glenn Maynard b66f2202dd fix WITHOUT_NETWORKING 2004-09-10 23:21:56 +00:00
Glenn Maynard 649b3df153 handle IET_LEVEL_CHANGED 2004-09-09 22:21:50 +00:00