165 lines
4.7 KiB
Text
165 lines
4.7 KiB
Text
=========================================
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Singe Changelog
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=========================================
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v1.18 - Mice Update: Added support for multiple mice. Singe can now track
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up to ^_^ mice (but why would you want that many?). Keep in mind there
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is a performance hit when tracking multiple cursors.
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For the programming oriented, function OnMouseMoved gains
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an additional parameter, like this:
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OnMouseMoved(intX, intY, relX, relY, mouseID)
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Singe will return an integer value called mouseID. Use this
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to keep track of your mice.
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- Added parameter "-nomouse". Disables mouse from the command line
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- Alpha blending issue fixed.
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- Fixed bug crash related to sounds still playing during shutdown.
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- New Singe Functions
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// mouseSetMode() Enables/Disable multiple mice.
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// e.g. lua code,
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//
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// mouseSetMode(MANY_MOUSE)
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// mouseSetMode(SINGLE_MOUSE)
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//
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// Where those constant values are as follows:
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//
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// SINGLE_MOUSE = 100
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// MANY_MOUSE = 200
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//
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// Note: SINGLE_MOUSE is the default mode.
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// Only call this function to read multiple mice.
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// mouseDisable() Disable mouse from within lua code.
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// e.g. lua code,
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//
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// mouseDisable()
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//
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//
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// mouseEnable() Enables mouse from within lua code.
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// e.g. lua code,
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//
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// mouseEnable()
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//
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//
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// mouseHowMany() Returns the number of mice attached to
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// the computer. For use with multiple mice situations only.
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// NOTES: If "-single_mouse" command line switch
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// was used to launch Singe, then return value will be -1.
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//
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// e.g. lua code,
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//
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// local intMiceDetected = mouseHowMany()
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//
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//
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// discPauseAtFrame() - Skips video to a given frame and stays there (pauses playback).
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// e.g. lua code,
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//
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// discPauseAtFrame(3494)
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// singeDisablePauseKey() - Disables the pause key (usually letter "P" on the keyboard.)
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// e.g. lua code,
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//
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// singeDisablePauseKey()
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//
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// Use this when you don't want players pausing your game.
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// Specially useful for situations where letting the player pause the game
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// may potentially mess up your singe program, a pause menu, a time sensitive range, etc.
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//
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v1.17 - Large File Support - Singe can now read mpegs over 2GBs in size.
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+ Matt's YUV mod applied to version 1.2.14 of the SDL library.
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v1.16 - Sound support update: New functions for more robust sound handling.
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soundPause()
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soundResume()
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soundIsPlaying()
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soundGetVolume/soundSetVolume()
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soundFullStop()
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// soundPause() Pauses a sample currently playing
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// in the sound queue.
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// User must feed the sound handle on the lua side.
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// e.g. lua code,
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//
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// thisHandle = soundPlay(thisSound)
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// soundPause(thisHandle)
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//
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// Function returns an integer value ranging from 0 to 63.
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// soundResume() Instructs Daphne to resume playback
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// of a previously paused sound.
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// User must feed the sound handle on the lua side.
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// e.g. lua code,
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//
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// thisHandle = soundPlay(mySound)
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// soundPause(thisHandle)
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// soundResume(thisHandle)
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//
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// Function returns true if sample was unpaused, false otherwise.
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// soundIsPlaying() Checks to see if a certain sound has finished playing.
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// User must feed the sound handle on the lua side.
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// e.g. lua code,
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//
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// thisHandle = soundPlay(mySound)
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// if (soundIsPlaying(thisSound)) then do something ... end
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//
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// Function returns true if sample is still playing, false otherwise.
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//
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// soundGetVolume/soundSetVolume() Allows manipulation of sample volume.
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// Valid values range from 0 to 63
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// e.g. lua code,
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//
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// soundSetVolume(32)
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//
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// Function returns nothing.
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//
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// soundFullStop() Clears the audio queue of any samples actively playing.
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// No parameters needed. Function returns nothing.
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// e.g. lua code,
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//
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// soundFullStop()
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//
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v1.15 - As of version 1.15 Singe is officially a fork of Daphne. It only runs singe games.
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+ Command Line has been greatly simplified. To run a Singe game type:
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singe.exe c:\path.to.my.script\somegame.singe
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Singe will assume the framefile will be "somegame.txt". If your framefile has
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a different name, then use the -framefile parameter as you would in Daphne.
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+ Additional functions:
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singeGetScriptPath()
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singeSetGameName()
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// singeGetScriptPath() Returns the path to the singe script.
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// e.g. lua code,
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//
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// sGameDirectory = singeGetScriptPath()
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//
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// singeSetGameName() Adds the name of the singe game to the window's title bar.
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// Valid value is a string no longer than 25 characters.
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// e.g. lua code,
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//
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// singeSetGameName("My FMV game")
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//
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// Function returns nothing.
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