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Commits on Mar 21, 2012
  1. Merge branch 'features/broker'

    Henning Hasemann
    Henning Hasemann committed Mar 21, 2012
  2. added method for disabling user control (for cutscenes)

    Henning Hasemann
    Henning Hasemann committed Mar 21, 2012
Commits on Mar 20, 2012
  1. Subtitles now stack on top of each other if two actors speak at the s…

    feedelli
    feedelli committed Mar 20, 2012
    …ame time
  2. The dialog frontend no longer gets the speaker as a parameter as the …

    feedelli
    feedelli committed Mar 20, 2012
    …dialog line itself now holds a reference to him
  3. Added an option to the subtitle frontend to allow displaying the spea…

    feedelli
    feedelli committed Mar 20, 2012
    …kers name before the subtitle
  4. Subtitle frontend now has option to center the subs

    feedelli
    feedelli committed Mar 20, 2012
Commits on Mar 19, 2012
  1. Added a function to the subtitle frontend that allows setting the fon…

    feedelli
    feedelli committed Mar 19, 2012
    …t to be used
  2. Subtitles now rendered last so they are not obscured by the foregroun…

    feedelli
    feedelli committed Mar 19, 2012
    …d images
  3. Fixed an error in erasing from the queued subtitles vector that was c…

    feedelli
    feedelli committed Mar 19, 2012
    …ausing an assertion error and crash
Commits on Feb 12, 2012
  1. Refactored a lot of the subtitle frontend

    feelydj committed Feb 12, 2012
    Created a subtitle class which represents a subtitle on the screen and holds references to a text object and an actor's dialog line
    Still in a very rough state
Commits on Feb 6, 2012
Commits on Feb 5, 2012
Commits on Dec 21, 2011
  1. Renamed DialogFrontendDefault class to DialogFrontendText.

    feelydj committed Dec 21, 2011
    This is more descriptive. The default frontend will be whichever one is used by Game.
Commits on Dec 17, 2011
  1. Removed unneeded include

    feelydj committed Dec 17, 2011
  2. Initial implementation of a rendering frontend for actors' dialog lines.

    feelydj committed Dec 17, 2011
    The default dialog frontend maps text objects to actors who are speaking,
    and renders their lines. When an actor is finished speaking they are removed
    from the map.
    
    This is a rough draft. The dialog is rendered under the character's feet as
    it's not clever enough yet to determine a position above actors' heads. Also
    all dialog is rendered in the same font and color at the moment.
Commits on Dec 13, 2011
  1. Moved implementation of a function into the .cc file of the Font clas…

    feelydj committed Dec 13, 2011
    …s to prevent a circular dependancy issue I was having.
Commits on Dec 5, 2011
  1. Started a basic layout for the dialog frontend system.

    feelydj committed Dec 5, 2011
    The idea is that the game has a pluggable dialog frontend which is chosen
    and/or defined by the user. Each frontend will derive from the DialogFrontend
    base class.
    
    When a character is speaking the scene takes their current line of dialog
    and sends it to the current frontend for rendering.
Commits on Dec 4, 2011
  1. Some tweaks to ensure develop compiles succesfully.

    feelydj committed Dec 4, 2011
    The openal, alure, and alut libs are linked.
    rootComponent in class Ground made public.
    Removed assert() in sound_task.cc that was crashing the application at runtime.
  2. Merge branch 'walkable_area' into develop

    Henning Hasemann
    Henning Hasemann committed Dec 4, 2011
  3. Ground passes unit tests

    Henning Hasemann
    Henning Hasemann committed Dec 4, 2011
  4. Merge remote-tracking branch 'remotes/feedelli/dialog' into features/…

    Henning Hasemann
    Henning Hasemann committed Dec 4, 2011
    …dialog
Commits on Dec 2, 2011
  1. Minor formatting fixes.

    feelydj committed Dec 2, 2011
  2. Merge branch 'hotfixes/boost_147_ioservice'

    Henning Hasemann
    Henning Hasemann committed Dec 2, 2011
  3. Hotix: use get_io_service() in boost 1.47

    Henning Hasemann
    Henning Hasemann committed Dec 2, 2011
Commits on Nov 30, 2011
  1. Started implementing dialog functionality

    feelydj committed Nov 30, 2011
    Aim here was to create a simple say() function for an actor. The
    parameters are the string you want the actor to say and the time
    in milliseconds you want it to display for.
    
    This can be called from lua - in the demo the scarecrow speaks.
    
    Note that this is just to get the basic idea of a dialog system -
    as of yet the dialog is not rendered. There will be a modular speech
    rendering system that will allow a developer to define how the
    dialog in their game is displayed. For now, in place of this, a
    printf function is used :)
Commits on Nov 28, 2011
  1. Merge branch 'audio' into develop

    Henning Hasemann
    Henning Hasemann committed Nov 28, 2011
    Conflicts:
    	lib/audio.h
  2. Merge branch 'master' into develop

    Henning Hasemann
    Henning Hasemann committed Nov 28, 2011
    Conflicts:
    	CMakeLists.txt
  3. Now extend environments cxxflags instead of substituting them

    Henning Hasemann
    Henning Hasemann committed Nov 28, 2011