don't hard code a sleep - let a BGAnimation control the transition

This commit is contained in:
Chris Danford
2005-04-01 12:35:49 +00:00
parent c40ab7f7a7
commit 2480c02254
11 changed files with 45 additions and 54 deletions
+7 -17
View File
@@ -23,7 +23,6 @@
#define SHOW_COURSE_MODIFIERS THEME->GetMetricB("ScreenJukebox","ShowCourseModifiers")
static ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE("ScreenDemonstration","DifficultiesToShow");
REGISTER_SCREEN_CLASS( ScreenJukebox );
bool ScreenJukebox::SetSong( bool bDemonstration )
{
@@ -126,11 +125,8 @@ void ScreenJukebox::Init()
{
/* Note that you also need to make sure you benchmark with the
* same notes. I use a copy of MaxU with only heavy notes included. */
FOREACH_PlayerNumber( p )
FOREACH_EnabledPlayer( p )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = PlayerOptions();
@@ -142,11 +138,8 @@ void ScreenJukebox::Init()
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
}
FOREACH_PlayerNumber( p )
FOREACH_EnabledPlayer( p )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
/* Reset the combo, in case ComboContinuesBetweenSongs is enabled. */
Profile* pProfile = PROFILEMAN->GetProfile(p);
if( pProfile )
@@ -176,13 +169,6 @@ void ScreenJukebox::Init()
return;
}
m_In.Load( THEME->GetPathB("ScreenDemonstration","in") );
this->AddChild( &m_In );
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathB("ScreenDemonstration","out") );
this->AddChild( &m_Out );
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo = true;
@@ -208,7 +194,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
}
}
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_Out.IsTransitioning(), m_sName );
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, this );
}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
@@ -227,6 +213,10 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( "ScreenJukebox" );
return;
}
else if( SM == SM_GoToStartScreen )
{
ScreenAttract::GoToStartScreen( m_sName );
}
ScreenGameplay::HandleScreenMessage( SM );
}