add Actor::HurryTweening
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@@ -361,6 +361,14 @@ void Actor::FinishTweening()
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StopTweening();
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}
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void Actor::HurryTweening( float factor )
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{
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for( unsigned i = 0; i < m_TweenInfo.size(); ++i )
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{
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m_TweenInfo[i].m_fTimeLeftInTween *= factor;
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m_TweenInfo[i].m_fTweenTime *= factor;
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}
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}
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void Actor::ScaleTo( const RectI &rect, StretchType st )
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{
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@@ -177,6 +177,7 @@ public:
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virtual void BeginTweening( float time, TweenType tt = TWEEN_LINEAR );
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virtual void StopTweening();
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virtual void FinishTweening();
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virtual void HurryTweening( float factor );
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virtual float GetTweenTimeLeft() const; // Amount of time until all tweens have stopped
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virtual TweenState& DestTweenState() // where Actor will end when its tween finish
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{
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@@ -105,6 +105,15 @@ void ActorFrame::FinishTweening()
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m_SubActors[i]->FinishTweening();
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}
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void ActorFrame::HurryTweening( float factor )
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{
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Actor::HurryTweening( factor );
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// set all sub-Actors
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->HurryTweening( factor );
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}
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float ActorFrame::GetTweenTimeLeft() const
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{
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float m = Actor::GetTweenTimeLeft();
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@@ -30,6 +30,7 @@ public:
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virtual void SetUseZBuffer( bool b );
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virtual void FinishTweening();
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virtual void HurryTweening( float factor );
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/* Amount of time until all tweens (and all children's tweens) have stopped: */
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virtual float GetTweenTimeLeft() const;
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