fix duplicate ScreenGameplay overlays, broken DancingState transitions
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@@ -65,7 +65,6 @@ static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBet
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/* Global, so it's accessible from ShowSavePrompt: */
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static float g_fOldOffset; // used on offset screen to calculate difference
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AutoScreenMessage( SM_PlayReady )
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AutoScreenMessage( SM_PlayGo )
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// received while STATE_DANCING
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@@ -572,11 +571,6 @@ void ScreenGameplay::Init()
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// }
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}
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m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_Overlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
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this->AddChild( m_Overlay );
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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{
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m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
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@@ -1250,10 +1244,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_pSoundMusic->Play( &p );
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UpdateSongPosition(0);
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//We need to artifically trigger the sm_playeready so we can end game
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//We want to post so this happens only after we're done what we're doing.
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SCREENMAN->PostMessageToTopScreen( SM_PlayReady, 0.0 );
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}
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else
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{
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@@ -1271,8 +1261,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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*/
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/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
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m_In.StartTransitioning( SM_PlayReady );
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}
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}
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@@ -2081,7 +2069,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
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void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
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if( SM == SM_PlayReady )
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if( SM == SM_DoneFadingIn )
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{
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SOUND->PlayOnceFromAnnouncer( "gameplay ready" );
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m_Ready.StartTransitioning( SM_PlayGo );
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@@ -2411,7 +2399,6 @@ void ScreenGameplay::TweenOnScreen()
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ON_COMMAND( m_DifficultyIcon[p] );
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ON_COMMAND( m_DifficultyMeter[p] );
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}
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m_Overlay->PlayCommand("On");
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if (m_ShowScoreboard)
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FOREACH_NSScoreBoardColumn( sc )
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@@ -2420,6 +2407,8 @@ void ScreenGameplay::TweenOnScreen()
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void ScreenGameplay::TweenOffScreen()
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{
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ScreenWithMenuElements::TweenOffScreen();
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OFF_COMMAND( m_sprLifeFrame );
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OFF_COMMAND( m_sprStage );
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OFF_COMMAND( m_sprCourseSongNumber );
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@@ -2448,7 +2437,6 @@ void ScreenGameplay::TweenOffScreen()
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OFF_COMMAND( m_DifficultyIcon[p] );
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OFF_COMMAND( m_DifficultyMeter[p] );
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}
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m_Overlay->PlayCommand("Off");
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if (m_ShowScoreboard)
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FOREACH_NSScoreBoardColumn( sc )
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@@ -139,7 +139,6 @@ protected:
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Transition m_Toasty; // easter egg
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Transition m_Win[NUM_PLAYERS];
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Transition m_Draw;
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AutoActor m_Overlay;
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BitmapText m_textSurviveTime; // used in extra stage
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@@ -12,6 +12,7 @@ enum ScreenMessage {
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SM_DoneOpeningWipingLeft,
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SM_DoneOpeningWipingRight,
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SM_MenuTimer,
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SM_DoneFadingIn,
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SM_BeginFadingOut,
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SM_GoToNextScreen,
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SM_GoToPrevScreen,
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@@ -116,7 +116,7 @@ void ScreenWithMenuElements::Init()
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m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Cancel );
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m_In.StartTransitioning();
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m_In.StartTransitioning( SM_DoneFadingIn );
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}
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ScreenWithMenuElements::~ScreenWithMenuElements()
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@@ -164,6 +164,25 @@ void ScreenWithMenuElements::ResetTimer()
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}
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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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}
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void ScreenWithMenuElements::TweenOffScreen()
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{
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if( m_bTimerEnabled )
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{
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@@ -183,19 +202,6 @@ void ScreenWithMenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
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SCREENMAN->PlaySharedBackgroundOffCommand();
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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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}
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void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone )
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@@ -28,6 +28,8 @@ public:
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void StopTimer();
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void ResetTimer();
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void TweenOffScreen();
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protected:
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virtual void StartPlayingMusic();
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