Steve Checkoway
e905fa7628
Have SetSecondsIntoAnimation() set the movie position too. Currently, movies can only be rewound, any value other than 0 is ignored.
2008-01-05 15:29:53 +00:00
Steve Checkoway
60f953f3c1
Fix comments. havn't -> haven't.
2008-01-05 11:56:03 +00:00
Steve Checkoway
26dc376eeb
Make InitState() reset Sprite state. Make movies skip the first update. Fixes background movies play too quickly at first.
2008-01-02 10:40:37 +00:00
Steve Checkoway
1f58d5a753
Fix comment typo.
2007-12-03 06:22:32 +00:00
Steve Checkoway
bd9dafc7ba
Don't warn about number of states in _missing either.
2007-05-31 18:35:58 +00:00
Glenn Maynard
e69dd651e4
loud: if this actually loads a new texture, RTM will log
2007-05-06 02:29:20 +00:00
Glenn Maynard
25b7c141fb
bind UnloadTexture
2007-05-02 02:11:59 +00:00
Steve Checkoway
352b8d2f5c
Only disable odd dimension warning when loading song backgrounds.
2007-03-24 03:13:05 +00:00
Steve Checkoway
0b03fffc07
Let sprites disable the odd dimension warning.
2007-03-23 13:47:25 +00:00
Glenn Maynard
53a2e41837
fix Sprite copy
2007-03-21 01:40:21 +00:00
Glenn Maynard
5f2d10f620
EffectMode
2007-03-20 07:43:47 +00:00
Glenn Maynard
c371d9f26b
Previously, alignment had to be implemented by each actor, so it was
...
only ever supported by Sprite and BitmapText. Handle it globally, using
m_size. This way, an actor only needs to set m_size to support alignment.
This means alignment can be set for non-drawing ActorFrames, if a size
is set explicitly. This allows stretching from the border of a frame
without playing games with extra nested frames. "setsize,100,100;valign,4;zoomx,.5"
This adds an extra matrix multiply. This will only happen for actors
actually set to non-centered alignment, which is the exception.
BitmapText still overrides this behavior a bit. Alignment for text
does two things: changes the alignment of the bounding box vs. the
X/Y position (the generic behavior), and changes the alignment of
the text within the bounding box.
2007-03-01 04:29:05 +00:00
Glenn Maynard
be4efcd0c2
Represent alignment as a float; eliminates selects. (I havn't
...
yet decided whether these should be -1.0 ... +1.0, indicating
"fully left aligned" and "fully right aligned", or 0.0 ... 1.0,
indicating "anchor to this fractional position in m_size".
It may become the latter.)
2007-03-01 02:19:49 +00:00
Glenn Maynard
560bbe278a
bind SetCustomImageRect
2007-02-14 03:10:37 +00:00
Glenn Maynard
4b1f1fcd2c
add Sprite::SetTexture
2007-02-13 23:34:51 +00:00
Glenn Maynard
238a0d235f
remove hack
2007-02-13 22:05:10 +00:00
Glenn Maynard
c3a0714e4a
make Quad less special. Create a "default" texture object for the
...
"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
6cb284496c
split out LoadStatesFromTexture
2007-02-13 06:34:29 +00:00
Chris Danford
f7fc9ceaa5
remove Set/GetHidden, leave *Visible
...
remove hidden from ActorCommands eventually
2007-02-13 06:32:26 +00:00
Glenn Maynard
2f18e94d49
remove unused
2007-02-13 04:59:18 +00:00
Glenn Maynard
ebb7189b88
add TextureUnit param to SetTextureMode
2007-02-13 04:59:05 +00:00
Glenn Maynard
4bff44a918
use SetTextureMode
2007-02-13 04:15:32 +00:00
Glenn Maynard
2116064921
fix m_size
2007-02-08 21:36:38 +00:00
Glenn Maynard
5437d929a8
redo sprite frame handling, with Lua in mind; allow defining arbitrary
...
rects
2007-02-08 20:38:16 +00:00
Steve Checkoway
30d9410b65
Unneeded.
2006-11-01 10:45:51 +00:00
Glenn Maynard
2478ec0873
scattered ActorUtil::ResolvePath calls unneeded
2006-10-15 01:46:23 +00:00
Glenn Maynard
e11914d4bb
LoadFromNode(sDir, pNode) -> LoadFromNode(pNode)
2006-10-09 08:24:10 +00:00
Glenn Maynard
f1ca420069
use ActorUtil::GetWhere
2006-10-09 08:08:59 +00:00
Glenn Maynard
1f6aaf18b9
use ActorUtil::GetAttrPath
2006-10-09 06:55:28 +00:00
Glenn Maynard
e0b788de16
unneeded LuaHelpers::RunAtExpressionS
2006-10-09 01:22:17 +00:00
Glenn Maynard
c690fdcfe4
unify registration
2006-09-29 00:01:32 +00:00
Glenn Maynard
f4975f1f54
simpler Lua boilerplate
2006-09-27 20:30:29 +00:00
Glenn Maynard
c540417e23
transition
2006-09-26 20:29:34 +00:00
Steve Checkoway
6ea2a41b00
Cleanup RageException::Throw(). Do not use ssprintf() inside of Throw() and do not pass it bare error messages. Use RageException::Throw( "%s", sError.c_str() ); instead. Be consistent with quoting file names "%s" and theme metrics as "%s : %s". Try to make them complete English sentences when possible.
2006-09-17 01:19:19 +00:00
Jason Felds
2b7744c937
Tab cleanup.
2006-08-18 03:32:00 +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
ba66d3f4b3
remove bindings; use eg. sprite:GetTexture():loop( f )
2006-07-28 23:25:45 +00:00
Glenn Maynard
e136191439
bind GetTexture
2006-07-28 23:19:36 +00:00
Glenn Maynard
c6aa765685
cleanup
2006-07-28 21:51:40 +00:00
Glenn Maynard
184a2fa37e
cleanup
2006-07-28 21:48:52 +00:00
Glenn Maynard
eeed70ea55
cleanup
2006-07-28 21:43:35 +00:00
Jason Felds
1b1f2a9790
VC8 fix (inline if).
2006-07-28 03:21:45 +00:00
Glenn Maynard
d580386bb9
unused
2006-07-28 00:38:43 +00:00
Glenn Maynard
3439a2e546
if a texture is registered, we can use it whether it exists as a file or not (eg. RenderTargets)
2006-07-28 00:26:13 +00:00
Glenn Maynard
eafac8fb96
simplify
2006-07-28 00:24:30 +00:00
Glenn Maynard
4bd4508ba2
unused label
2006-07-27 23:56:41 +00:00
Glenn Maynard
bcb438f1e5
ActorUtil::ResolvePath does this
2006-07-27 23:53:15 +00:00
Glenn Maynard
bcebbe04e2
let RageTExtureManager handle this error
2006-07-27 23:51:49 +00:00