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itgmania212121/stepmania/src/TransitionBGAnimation.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
Class: TransitionBGAnimation
Desc: See header
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "TransitionBGAnimation.h"
#include "RageUtil.h"
#include "ScreenManager.h"
TransitionBGAnimation::TransitionBGAnimation()
{
m_State = waiting,
m_fSecsIntoTransition = 0.0f;
}
void TransitionBGAnimation::Load( CString sBGAniDir )
{
m_BGAnimation.LoadFromAniDir( sBGAniDir );
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m_sound.Load( sBGAniDir );
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}
void TransitionBGAnimation::Update( float fDeltaTime )
{
Actor::Update( fDeltaTime );
if( m_State == transitioning )
{
m_BGAnimation.Update( fDeltaTime );
if( m_fSecsIntoTransition > m_BGAnimation.GetLengthSeconds() ) // over
{
m_fSecsIntoTransition = 0.0;
m_State = finished;
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SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
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}
m_fSecsIntoTransition += fDeltaTime;
}
}
void TransitionBGAnimation::DrawPrimitives()
{
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// if( m_State == transitioning )
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m_BGAnimation.Draw();
}
void TransitionBGAnimation::StartTransitioning( ScreenMessage send_when_done )
{
ASSERT( m_State == waiting ); // can't call this more than once
m_MessageToSendWhenDone = send_when_done;
m_State = transitioning;
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m_sound.PlayRandom();
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m_fSecsIntoTransition = 0.0;
}
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float TransitionBGAnimation::GetLengthSeconds()
{
return m_BGAnimation.GetLengthSeconds();
}