Commit Graph
25102 Commits
Author SHA1 Message Date
Glenn Maynard efa4c68660 more cleanup 2007-03-03 21:19:46 +00:00
Glenn Maynard d592ae58ae cleanup 2007-03-03 21:19:28 +00:00
Glenn Maynard 081ddb2d53 cleanup 2007-03-03 21:08:09 +00:00
Glenn Maynard 522193f9c4 reduce eval redundancy 2007-03-03 21:07:52 +00:00
Glenn Maynard 3603f40a61 cleanup 2007-03-03 21:01:41 +00:00
Glenn Maynard cf09cf0d7c fix assert 2007-03-03 05:44:51 +00:00
Glenn Maynard 7f32fba3b7 fix reloading commands; don't rename and reload actors mid-screen 2007-03-03 04:54:22 +00:00
Glenn Maynard b1952bff19 combo and judgement can be complex actors; allow changing which actors is
affected by realtime repositioning
2007-03-03 04:47:01 +00:00
Glenn Maynard 0c056ca597 fix reloading commands; don't rename and reload actors mid-screen 2007-03-03 04:45:33 +00:00
Glenn Maynard 9c27ca1139 unused 2007-03-03 04:44:07 +00:00
Glenn Maynard 02716cccda fix Assertion 'm_textPercentRemainder.HasCommand("Off")' failed 2007-03-03 04:40:27 +00:00
Glenn Maynard 5b0e0525d8 remove unused 2007-03-03 04:23:20 +00:00
Glenn Maynard 9de9cba63e unintended 2007-03-03 02:01:51 +00:00
Glenn Maynard 43ee764fde remove unused DifficultyIcon. Do this in Lua if wanted. 2007-03-03 01:54:46 +00:00
Glenn Maynard 84e9905ae1 remove unused DifficultyMeter. Do this in Lua if wnated. 2007-03-03 01:43:19 +00:00
Glenn Maynard ef8d796c96 same logic for combo positioning as judgement 2007-03-03 01:38:42 +00:00
Glenn Maynard 6b54a07f3c unused 2007-03-03 01:31:08 +00:00
Glenn Maynard c147bda34f message parameters, not lua thread variables 2007-03-02 22:55:36 +00:00
Glenn Maynard f11dc59e6f removing graphics of unknown origin 2007-03-02 22:21:59 +00:00
Glenn Maynard d8f11a452f update JudgmentTransformCommand 2007-03-02 21:53:45 +00:00
Glenn Maynard e2c82a665c JudgmentTransformCommandFunction -> JudgmentTransformCommand 2007-03-02 21:52:10 +00:00
Glenn Maynard 4454a0aa8b use a regular command for this 2007-03-02 21:50:13 +00:00
Glenn Maynard 69f4ff079a update 2007-03-02 21:02:54 +00:00
Glenn Maynard 1e4b7b1260 Reduce Combo to an AutoActor. Send Combo messages to the
whole Player, like Judgment messages.

This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
2007-03-02 20:53:03 +00:00
Glenn Maynard 13063bdb98 handle Player var the same way for judgment and combo
remove unused message
2007-03-02 20:35:59 +00:00
Glenn Maynard 5bcc46afc2 remove sprJudgmentFrame. Do this within Judgment. 2007-03-02 20:29:07 +00:00
Glenn Maynard 3784a0b82a fixup 2007-03-02 06:56:13 +00:00
Chris Danford 0d55d1ecf0 xml -> lua 2007-03-02 06:54:04 +00:00
Glenn Maynard 4c9b90a480 do judgements in Lua
remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard 7116b55eab judgements in lua 2007-03-02 06:44:45 +00:00
Glenn Maynard c5daee77b6 bind GetNumStates 2007-03-02 06:16:45 +00:00
Glenn Maynard 3d32553a87 cleanup 2007-03-02 06:16:24 +00:00
Glenn Maynard c0e8327704 don't propagate broadcasts 2007-03-02 06:15:56 +00:00
Glenn Maynard f49cbb703e don't SetJudgment here. UpdateJudgedRows will do it. 2007-03-02 06:15:08 +00:00
Glenn Maynard 07ed0ee670 PercentageDisplay usage update 2007-03-02 04:53:06 +00:00
Glenn Maynard 2da0ef9a0a GetTapNoteScores, GetHoldNoteScores 2007-03-02 04:50:51 +00:00
Glenn Maynard 64f3aae6d6 remove debug 2007-03-01 23:40:53 +00:00
Glenn Maynard c5a322a6a8 do some combo stuff in lua 2007-03-01 23:40:52 +00:00
Glenn Maynard cce5062725 add missing 2007-03-01 23:21:55 +00:00
Glenn Maynard f361dc7032 handle MultiPlayer judgements with message parameters to clean
up judgement handling
2007-03-01 21:22:37 +00:00
Glenn Maynard a4e0b38d9a AutoActor 2007-03-01 20:49:18 +00:00
Glenn Maynard 9a7c5aa0de adjust align shortcut 2007-03-01 08:20:54 +00:00
Glenn Maynard 848e6eaa9b remove old 2007-03-01 08:15:18 +00:00
Glenn Maynard 495f80962b expose fractional alignment 2007-03-01 08:14:33 +00:00
Chris Danford ee304290ec add experimental OptionsList 2007-03-01 07:57:04 +00:00
Chris Danford 83f1e77d16 xml -> lua 2007-03-01 07:55:07 +00:00
Glenn Maynard 50c64785b4 odn't rebuild on vetical change 2007-03-01 04:49:38 +00:00
Glenn Maynard 6b9084a72d cleanup 2007-03-01 04:30:40 +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