Commit Graph

37 Commits

Author SHA1 Message Date
Glenn Maynard 3902001ec5 fix crash 2007-04-25 20:00:41 +00:00
Glenn Maynard 1eb380ba2e Eliminate GameState::EndGame; games don't necessarily have distinct
endings.  Update the play timer periodically when we commit scores.
(This timer is a bit different, but reasonable.)
2007-04-19 13:59:38 +00:00
Glenn Maynard afb6bc29d3 don't FinishStage in EndGame 2007-04-17 17:58:51 +00:00
Glenn Maynard 039b777ece remove param 2007-04-16 19:09:40 +00:00
Glenn Maynard ee061be26a I'm not sure why this ClearSubscribers was here; it's causing
metrics to not be loaded after a resolution change, because
the reload is optimized out by SwitchThemeAndLanguage.
(We may have loaded ThemeMetrics on demand in the
past.)

The reload needs to always happen, even though the theme
hasn't changed, since the theme load is affected by the
resolution; eg. upvalues in Lua scripts may have been
computed based on SCREEN_WIDTH.
2007-02-11 01:52:41 +00:00
Steve Checkoway 2d1cd1de50 When changing resolutions, SwitchThemeAndLanguage was being called after clearing all subscribes but STAL wasn't reloading them because nothing had changed. Reload them explicitly if the theme doesn't change.
I'm not sure what the rationale behind taking this code path for changing the resolution as it seems to have nothing to do with the theme.
2007-02-11 01:19:30 +00:00
Glenn Maynard 37affa93b6 simplify BoostAppPriority -> g_bNeverBoostAppPriority 2006-10-07 08:04:02 +00:00
Glenn Maynard 39e89b5986 EndGame in GameLoop 2006-09-21 05:08:42 +00:00
Glenn Maynard e0e29285fe RegisterTypes() less 2006-09-21 04:58:41 +00:00
Glenn Maynard ab1fd34e76 Previously, changing themes attempted to preserve Lua data by
serializing data and tables while reinstantiating Lua.  That's
ugly, and can't serialize some things (eg. functions).

Instead, when changing themes, shut down the high-level objects
and unregister as much as we can from Lua, change the theme,
then reregister things.  This doesn't clean the slate as much;
globals won't be erased, etc.

A better way would be to clear everything that uses Lua
(delete singletons), then reload it all.  Singleton creation is
a bit of a mess currently so that would break a lot, and we
don't want to reload songs.
2006-09-20 23:45:38 +00:00
Steve Checkoway bdcdba3811 Simplify. 2006-09-16 00:14:20 +00:00
Steve Checkoway db88a9a4fd Fix compile. 2006-09-15 23:36:05 +00:00
Steve Checkoway 06268ef92b Use AppFocusChanged(). 2006-09-15 23:34:24 +00:00
Glenn Maynard 62c114b49e remove param 2006-08-21 00:20:13 +00:00
Glenn Maynard 185d3d902d It's RageDisplay::EndFrame()'s job to give up CPU between frames. Currently,
we're doing this partially in EndFrame (in FrameLimitBeforeVsync and/or the
actual vblank wait), and partially in RunGameLoop.  These serve the same
purpose, so merge them.

(The renderer itself should have more control over this, but this is an
improvement.)
2006-04-05 05:36:04 +00:00
Chris Danford bf0cc13a47 Change GetDevicesAndDescriptions to fill in one vector instead of 2
Ignore changes in non-joystick devices when automapping
2006-02-27 17:51:27 +00:00
Glenn Maynard 4a2d23bcbe Reuse the same concurrent rendering thread, instead of creating a new one, to work around a bug in the Linux nVidia drivers, where rendering will stop working after ~128 threads. Use BeginConcurrentRenderingMainThread/EndConcurrentRenderingMainThread. 2006-01-27 09:15:21 +00:00
Steve Checkoway f44603d19b Fix compile. 2006-01-26 04:49:45 +00:00
Glenn Maynard 3461ff8901 do `, tab support in ScreenDebugOverlay 2006-01-24 04:10:21 +00:00
Glenn Maynard 86aebecbdb namespace 2006-01-24 03:53:17 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Glenn Maynard a96b8fa350 call concurrent rendering hooks 2006-01-17 01:25:14 +00:00
Glenn Maynard aa2ca76c17 prefs out of PrefsMan 2005-12-30 04:19:55 +00:00
Glenn Maynard 166b57b497 the game loop boosts priority; it's now its job to unboost it, too 2005-12-30 04:10:43 +00:00
Glenn Maynard b61ab59e03 use HOOKS->AppHasFocus() 2005-12-30 04:00:05 +00:00
Chris Danford 5b90e68716 fix "buttons stuck" if button held while device unplugged 2005-12-19 10:00:29 +00:00
Glenn Maynard 1eea2fce19 use INPUTMAPPER->CheckForChangedInputDevicesAndRemap 2005-12-19 07:22:36 +00:00
Glenn Maynard e9ffd980f0 fix stale INPUTMAN pointer in Lua after device change 2005-12-18 21:24:33 +00:00
Chris Danford c95a5dc8e5 add InputDevice::DevicesChanged 2005-12-18 03:08:12 +00:00
Steve Checkoway 866d34a97d Remove ExitGame() 2005-12-17 13:09:04 +00:00
Glenn Maynard b03a8181b5 cleanup 2005-12-12 01:10:59 +00:00
Glenn Maynard 5c699e36e8 nothing uses this 2005-12-12 01:08:44 +00:00
Glenn Maynard aa1f78ef91 use HOOKS->UserQuit 2005-12-10 18:41:40 +00:00
Chris Danford 800158e185 move floating globals into a namespace 2005-12-02 01:16:28 +00:00
Chris Danford 182232344f GetVideoModeParams -> GetActualVideoModeParams
add GetApiDescription
2005-11-11 21:16:48 +00:00
Glenn Maynard cf33a47ba4 add StartConcurrentRendering, FinishConcurrentRendering
(avoiding "BackgroundRendering" to avoid confusion with screen
backgrounds)
2005-07-13 06:41:27 +00:00
Glenn Maynard 8e971717c3 split out game loop 2005-07-13 00:45:58 +00:00