replace uses of TransitionFade with TransitionBGAnimation

This commit is contained in:
Chris Danford
2003-04-12 18:34:05 +00:00
parent f982d75691
commit 5e0f9956f2
20 changed files with 81 additions and 142 deletions
+11 -9
View File
@@ -49,11 +49,8 @@ ScreenMiniMenu::ScreenMiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMes
ASSERT( m_Def.rows.size() <= MAX_MENU_ROWS );
m_Fade.SetTransitionTime( 0.5f );
m_Fade.SetDiffuse( RageColor(0,0,0,0.7f) );
m_Fade.SetOpened();
m_Fade.CloseWipingRight();
this->AddChild( &m_Fade );
m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenMiniMenu background") );
this->AddChild( &m_Background );
float fHeightOfAll = (m_Def.rows.size()-1)*SPACING_Y;
@@ -125,7 +122,12 @@ ScreenMiniMenu::ScreenMiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMes
m_textAnswer[k].SetX( fAnswerX );
}
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common prompt") );
m_In.Load( THEME->GetPathToB("ScreenMiniMenu in") );
m_In.StartTransitioning();
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB("ScreenMiniMenu out") );
this->AddChild( &m_Out );
}
void ScreenMiniMenu::Update( float fDeltaTime )
@@ -140,7 +142,7 @@ void ScreenMiniMenu::DrawPrimitives()
void ScreenMiniMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_Fade.IsOpening() )
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
if( DeviceI.device==DEVICE_KEYBOARD && type==IET_FIRST_PRESS )
@@ -212,7 +214,7 @@ void ScreenMiniMenu::MenuRight( PlayerNumber pn )
void ScreenMiniMenu::MenuStart( PlayerNumber pn )
{
m_Fade.OpenWipingRight( SM_GoToOK );
m_Out.StartTransitioning( SM_GoToOK );
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common start") );
@@ -222,7 +224,7 @@ void ScreenMiniMenu::MenuStart( PlayerNumber pn )
void ScreenMiniMenu::MenuBack( PlayerNumber pn )
{
m_Fade.OpenWipingRight( SM_GoToCancel );
m_Out.StartTransitioning( SM_GoToCancel );
}
void ScreenMiniMenu::BeforeLineChanged()