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itgmania212121/stepmania/src/Transition.cpp
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#include "global.h"
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#include "Transition.h"
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#include "RageUtil.h"
#include "ScreenManager.h"
#include "IniFile.h"
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#include "RageFile.h"
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Transition::Transition()
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{
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m_State = waiting;
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m_fSecsIntoTransition = 0.0f;
}
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void Transition::Load( CString sBGAniDir )
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{
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if( !sBGAniDir.empty() && sBGAniDir.Right(1) != "/" )
sBGAniDir += "/";
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m_BGAnimation.LoadFromAniDir( sBGAniDir );
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m_State = waiting;
m_fSecsIntoTransition = 0.0f;
// load sound from file specified by ini, or use the first sound in the directory
IniFile ini;
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ini.ReadFile( sBGAniDir+"BGAnimation.ini" );
CString sSoundFileName;
if( ini.GetValue("BGAnimation","Sound",sSoundFileName) )
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{
FixSlashesInPlace( sSoundFileName );
CString sPath = sBGAniDir+sSoundFileName;
CollapsePath( sPath );
m_sound.Load( sPath );
}
else
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{
m_sound.Load( sBGAniDir );
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}
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}
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void Transition::Update( float fDeltaTime )
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{
Actor::Update( fDeltaTime );
if( m_State == transitioning )
{
/* Start the transition on the first update, not in the ctor, so
* we don't play a sound while our parent is still loading. */
if( m_fSecsIntoTransition==0 ) // first update
{
m_sound.PlayRandom();
// stop the sound from playing multiple times on an Update(0)
m_fSecsIntoTransition+=0.000001f;
}
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m_BGAnimation.Update( fDeltaTime );
if( m_fSecsIntoTransition > m_BGAnimation.GetLengthSeconds() ) // over
{
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
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m_fSecsIntoTransition = 0.0;
m_State = finished;
}
else
m_fSecsIntoTransition += fDeltaTime;
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}
}
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bool Transition::EarlyAbortDraw()
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{
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return m_State != transitioning;
}
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void Transition::DrawPrimitives()
{
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m_BGAnimation.Draw();
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}
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void Transition::StartTransitioning( ScreenMessage send_when_done )
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{
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if( m_State != waiting )
return; // ignore
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m_MessageToSendWhenDone = send_when_done;
m_State = transitioning;
m_fSecsIntoTransition = 0.0;
}
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float Transition::GetLengthSeconds() const
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{
return m_BGAnimation.GetLengthSeconds();
}
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float Transition::GetTweenTimeLeft() const
{
if( m_State != transitioning )
return 0;
return m_BGAnimation.GetTweenTimeLeft();
}
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/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/