Chris Danford
65d71a4f23
expermienting with DEFINE_METHOD macro for Lua methods
2005-09-10 02:47:04 +00:00
Glenn Maynard
faf1ee5808
ReplaceMarkers, :: (no RunAtExpressionS).
2005-09-06 04:36:20 +00:00
Glenn Maynard
0022bc3338
cleanup
2005-09-03 02:08:27 +00:00
Glenn Maynard
f67bf25560
remove comment
2005-09-01 06:13:56 +00:00
Glenn Maynard
28f937d412
RunAtExpressionS
2005-08-30 01:59:49 +00:00
Glenn Maynard
fe25ff3595
cleanup
2005-08-25 01:26:59 +00:00
Glenn Maynard
b58c5c072a
cleanup, remove old comment
2005-08-25 01:17:26 +00:00
Glenn Maynard
1c81bcc5fc
EarlyAbortDraw() const
2005-08-25 00:57:53 +00:00
Glenn Maynard
a774629f4e
cleanup. (hate this fade logic ...)
2005-08-25 00:47:10 +00:00
Glenn Maynard
402b93f3d8
remove old brainstorming: I'm not sure that using a real font renderer
...
would be a good idea (too slow), and if I do implement it I probably won't
use this ancient design. (BitmapText needs to be faster and use less memory;
currently it uses about 256 bytes per character--too much--and it should use
compiled geometry if possible.)
2005-08-24 23:20:32 +00:00
Glenn Maynard
ee791b9c9c
fix copying when unloaded
2005-07-16 03:10:59 +00:00
Glenn Maynard
ff2c101d82
BitmapText copy ctor to fix refcount desync
2005-07-15 03:50:56 +00:00
Glenn Maynard
9d7f835609
no need to template Luna specializations
2005-06-20 05:02:03 +00:00
Glenn Maynard
0b80f541ac
update registration for BitmapText types
2005-06-20 04:06:26 +00:00
Glenn Maynard
e87ef650b1
fix incorrect newline behavior when wrapping is on
2005-05-21 08:28:35 +00:00
Glenn Maynard
221e369b7b
long-needed style update. no non-cosmetic changes.
2005-05-19 06:55:31 +00:00
Glenn Maynard
01490f8f68
revert weird wrapping hack. I can't make sense of it, and it's causing
...
infinite loops. Implement overdraw handling correctly.
2005-05-19 06:11:46 +00:00
Charles Lohr
e4941be52d
Oops... Forgot about if the color changes as the first character.
2005-05-05 21:09:09 +00:00
Charles Lohr
4970c0ce60
Modifications for ColorBitmapText: Actually make it possible to accurately limit lines.
...
This should conclude my heavy modifications, please feel free to edit it now.
2005-05-05 20:09:21 +00:00
Charles Lohr
11f9384528
Change: Move Colored Text into it's own class.
...
Note: At a later time, it may make sense to put my text parsing system over the old one.
2005-05-05 19:47:04 +00:00
Charles Lohr
6f9b5a6e9c
Revert. I will probally revert further/manually undo some changes.
2005-05-05 04:57:16 +00:00
Charles Lohr
7f69da7a00
Add: allow limiting of restricting # of lines to display. Also, fix colors for restricted lines.
2005-05-04 22:26:21 +00:00
Glenn Maynard
9f84239b3c
cleanup
2005-05-04 19:31:58 +00:00
Chris Danford
b09a31855c
fix warning
2005-05-04 10:11:12 +00:00
Charles Lohr
9a92b7222f
Cleanup, we should not have two text boxes and be moving stuff around between them in order to limit the number of lines
2005-05-04 05:34:28 +00:00
Chris Danford
8e987d18b6
fix warnings
2005-05-04 04:00:00 +00:00
Glenn Maynard
19e1819946
fix m_bColored uninitialized when BitmapText::LoadFromTextureAndChars
...
is used
2005-05-04 01:52:23 +00:00
Charles Lohr
348c6f6f5a
FEATURE: Allow BitmapTexts to on-the-fly change color mid-text depending on the text
...
This feature can be used by enabling the coloration by using the .SetDynamicColor( true )
function. Once this is done, the syntax for color changing is: |c0RRGGBB where RR = red
in hex, GG = green in hex and BB = blue in hex. |c0 is the token to note the
beginning of a text change. This was discussed on the StepMania development
list.
2005-05-03 03:37:52 +00:00
Chris Danford
2a8f30fcd1
fix uninitialized variable
2005-04-24 11:10:55 +00:00
Charles Lohr
3b84c9024b
Fix: Don't let BitmapText spill outside it's wrap area. Is this a good way to do it? anyone have a better idea?
2005-04-19 02:14:43 +00:00
Chris Danford
7578fed39a
add SetMaxHeight
2005-04-15 12:25:59 +00:00
Chris Danford
66a30e72b8
optimize: Add GetTimeSinceStartFast() that caches the time for archs where GetMicrosecondsSinceStart() is slow
2005-03-21 21:40:07 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +00:00
Glenn Maynard
fc1c863f8a
omit semicolon, so REGISTER_ACTOR_CLASS(x) can't be parsed as
...
a prototype
2005-02-23 19:09:13 +00:00
Chris Danford
ef80deedc4
cleanup: use class registration to create actors
2005-02-23 02:14:06 +00:00
Chris Danford
1de61aa8ae
split AutoActor into a separate file
2005-02-09 05:27:51 +00:00
Chris Danford
68dd253720
use templated classes instead of macros for easier debugging
2005-01-31 08:05:27 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
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(needs cleanup)
2005-01-26 11:21:43 +00:00
Glenn Maynard
37fe56a4f7
cosmetic
2005-01-16 20:37:08 +00:00
Chris Danford
f1dbeb2334
cleanup
2005-01-16 07:08:58 +00:00
Glenn Maynard
8a29cc0459
remove separate glow modes
2005-01-08 22:14:08 +00:00
Glenn Maynard
36a56f51fd
simplify (still more complicated than cropping/fading should be ...)
2005-01-04 02:10:09 +00:00
Glenn Maynard
4b69f947dd
cleanup
2005-01-01 22:10:09 +00:00
Glenn Maynard
59ae043f2b
comment
2005-01-01 22:07:52 +00:00
Glenn Maynard
b7487c02a4
simplify
2005-01-01 22:07:16 +00:00
Glenn Maynard
35c718b990
Removing "fadecolor". Fading is useful, but being able to fade with a factor
...
other than #FFFFFF00 has never been useful, and it complicates the code.
Note that "diffuse" and fading do combine, so a sprite with diffuse,#FF0000
will still fade out correctly.
2005-01-01 21:59:35 +00:00
Chris Danford
ed19821e09
rename: ActorCommand -> Command
...
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
6c855f0c93
"ParsedCommand" -> "ActorCommand"
2004-11-06 20:42:09 +00:00
Chris Danford
2c314df898
HandleParams -> BeginHandleParams
2004-11-06 03:09:29 +00:00
Chris Danford
03fbb915f3
remove VC6 scoping hacks
2004-09-21 07:53:39 +00:00