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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 "ScreenManager.h"
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/*
* XXX: We send OnCommand on load, then we send no updates until we get
* StartTransitioning. Historically, this was fine, but it's incorrect now
* that commands can have arbitrary side-effects. We should only send OnCommand
* when we get StartTransitioning, but we need to run it early to set m_fLengthSeconds.
* Eventually, phase out GetLengthSeconds (ScreenGameplay is somewhat tricky). For
* now, play a "StartTransitioning" command; put anything that has side-effects in
* there, instead.
*/
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Transition::Transition()
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{
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m_State = waiting;
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}
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void Transition::Load( RString sBGAniDir )
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{
this->RemoveAllChildren();
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m_sprTransition.Load( sBGAniDir );
m_sprTransition->PlayCommand( "On" );
this->AddChild( m_sprTransition );
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m_fLengthSeconds = m_sprTransition->GetTweenTimeLeft();
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m_State = waiting;
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}
void Transition::UpdateInternal( float fDeltaTime )
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{
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if( m_State != transitioning )
return;
// Check this before running Update, so we draw the last frame of the finished
// transition before sending m_MessageToSendWhenDone.
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if( m_sprTransition->GetTweenTimeLeft() == 0 ) // over
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{
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m_State = finished;
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
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}
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ActorFrame::UpdateInternal( fDeltaTime );
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}
void Transition::Reset()
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{
m_State = waiting;
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m_bFirstUpdate = true;
if( m_sprTransition.IsLoaded() )
{
m_sprTransition->FinishTweening();
m_sprTransition->PlayCommand( "On" );
}
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}
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bool Transition::EarlyAbortDraw() const
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{
return m_State == waiting;
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}
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/* Our parent might send us OnCommand. We do that ourself, because
* we sometimes want to know GetLengthSeconds before StartTransitioning.
* Make sure we don't process OnCommand twice. */
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void Transition::PlayCommand( const RString &sCommandName )
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{
if( sCommandName == "On" )
return;
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ActorFrame::PlayCommand( sCommandName );
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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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// If transition isn't loaded don't set state to transitioning.
// We assume elsewhere that m_sprTransition is loaded.
if( !m_sprTransition.IsLoaded() )
return;
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m_sprTransition->PlayCommand( "StartTransitioning" );
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m_MessageToSendWhenDone = send_when_done;
m_State = transitioning;
}
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float Transition::GetLengthSeconds() const
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{
return m_fLengthSeconds;
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}
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float Transition::GetTweenTimeLeft() const
{
if( m_State != transitioning )
return 0;
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return m_sprTransition->GetTweenTimeLeft();
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}
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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.
*/