Add WaitForChildrenBeforeTweeningOut
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@@ -18,6 +18,7 @@
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#define MEMORY_CARD_ICONS THEME->GetMetricB(m_sName,"MemoryCardIcons")
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#define FORCE_TIMER THEME->GetMetricB(m_sName,"ForceTimer")
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#define STOP_MUSIC_ON_BACK THEME->GetMetricB(m_sName,"StopMusicOnBack")
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#define WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT THEME->GetMetricB(m_sName,"WaitForChildrenBeforeTweeningOut")
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//REGISTER_SCREEN_CLASS( ScreenWithMenuElements );
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ScreenWithMenuElements::ScreenWithMenuElements( CString sClassName ) : Screen( sClassName )
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@@ -188,19 +189,15 @@ void ScreenWithMenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
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{
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TweenOffScreen();
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m_Out.StartTransitioning(smSendWhenDone);
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/* Ack. If the transition finishes transparent (eg. _options to options),
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* then we don't want to send the message until all of the *actors* are
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* done tweening. However, if it finishes with something onscreen (most
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* of the rest), we have to send the message immediately after it finishes,
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* or we'll draw a frame without the transition.
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*
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* For now, I'll make the SMMAX2 option tweening faster. */
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/* This includes all of the actors: */
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// float TimeUntilFinished = GetTweenTimeLeft();
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// TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds());
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// SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished );
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if( WAIT_FOR_CHILDREN_BEFORE_TWEENING_OUT )
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{
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// Time the transition so that it finishes exactly when all actors have
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// finished tweening.
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float fSecondsUntilFinished = GetTweenTimeLeft();
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float fSecondsUntilBeginOff = max( fSecondsUntilFinished - m_Out.GetLengthSeconds(), 0 );
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m_Out.SetHibernate( fSecondsUntilBeginOff );
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}
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m_Out.StartTransitioning( smSendWhenDone );
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}
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void ScreenWithMenuElements::TweenOffScreen()
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