Age | Commit message (Collapse) | Author |
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The script system requires that all ResultAction::execute() block until they finish. The video system *was* 'asyncronous'
in that you would just start a video and then run() would finish processing it. This code forces the video to complely finish
before playVideo returns. The Clock object is used to keep track of deltaTime while the video is playing.
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the game
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subRect coords
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is changed
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setting all the settings
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Puzzle now uses smart pointers so clone is no longer necessary
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Also convert the argument to a reference instead of a pointer
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This gets rid of the need for specific destruction as well as making the copy swap
operations in the ScriptManger _referenceTable more efficient
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The general thought is int is faster than int16 or byte. So if you can afford the
space, use it over int16 or byte. Also, only use int32 when you specifically need
the 32 bits.
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Control options
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Only fire off the Results of ALL of the criteria are met
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It needed a copy constructor and destructor to handle the heap memory ResultActions
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This avoids crashes for videos that exceed the screen size when scaled
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This is to match Marisa Chan's implementation. Images at this FoV also look better.
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commands for them
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