Cleanup of theme element names

Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
This commit is contained in:
Chris Danford
2003-03-09 00:55:49 +00:00
parent 86b0b1e7d7
commit 31aa613295
207 changed files with 1529 additions and 2246 deletions
+12 -12
View File
@@ -113,12 +113,12 @@ bool PrepareForJukebox() // always return true.
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
GAMESTATE->m_bDemonstration = true;
GAMESTATE->m_bDemonstrationOrJukebox = true;
return true;
}
ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is a hack to get some code to execute before the ScreenGameplay constructor
ScreenJukebox::ScreenJukebox( bool bDemonstration ) : ScreenGameplay( PrepareForJukebox() ) // this is a hack to get some code to execute before the ScreenGameplay constructor
{
LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
@@ -128,13 +128,17 @@ ScreenJukebox::ScreenJukebox() : ScreenGameplay(PrepareForJukebox()) // this is
return;
}
m_Fade.OpenWipingRight();
m_In.Load( THEME->GetPathTo("BGAnimations","ScreenDemonstration in") );
this->AddChild( &m_In );
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathTo("BGAnimations","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;
m_StarWipe.SetOpened();
m_DancingState = STATE_DANCING;
}
@@ -147,10 +151,6 @@ ScreenJukebox::~ScreenJukebox()
void ScreenJukebox::Update( float fDeltaTime )
{
ScreenGameplay::Update( fDeltaTime );
// hide status icons
for( int i=0; i<NUM_STATUS_ICONS; i++ )
m_sprStatusIcons[i].SetDiffuse( RageColor(1,1,1,0) );
}
void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
@@ -189,8 +189,8 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
m_Fade.CloseWipingRight( SM_GoToNextScreen );
if( !m_In.IsTransitioning() && !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
@@ -228,9 +228,9 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_NotesEnded:
if( m_Fade.IsClosing() )
if( m_Out.IsTransitioning() )
return; // ignore - we're already fading
m_Fade.CloseWipingRight( SM_GoToNextScreen );
m_Out.StartTransitioning( SM_GoToNextScreen );
return;
case SM_GoToNextScreen:
/* We're actually under Update(), so make sure ScreenGameplay doesn't