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