remove Transition::GetLengthSeconds

This commit is contained in:
Glenn Maynard
2007-02-26 03:04:50 +00:00
parent b54183937a
commit 67cfe0f4ad
2 changed files with 0 additions and 18 deletions
-16
View File
@@ -2,16 +2,6 @@
#include "Transition.h"
#include "ScreenManager.h"
/*
* XXX: We send OnCommand on load, then we send no updates until we get
* StartTransitioning. Historically, this was fine, but it's incorrect now
* that commands can have arbitrary side-effects. We should only send OnCommand
* when we get StartTransitioning, but we need to run it early to set m_fLengthSeconds.
* Eventually, phase out GetLengthSeconds (ScreenGameplay is somewhat tricky). For
* now, play a "StartTransitioning" command; put anything that has side-effects in
* there, instead.
*/
Transition::Transition()
{
m_State = waiting;
@@ -24,7 +14,6 @@ void Transition::Load( RString sBGAniDir )
m_sprTransition.Load( sBGAniDir );
m_sprTransition->PlayCommand( "On" );
this->AddChild( m_sprTransition );
m_fLengthSeconds = m_sprTransition->GetTweenTimeLeft();
m_State = waiting;
}
@@ -90,11 +79,6 @@ void Transition::StartTransitioning( ScreenMessage send_when_done )
m_State = transitioning;
}
float Transition::GetLengthSeconds() const
{
return m_fLengthSeconds;
}
float Transition::GetTweenTimeLeft() const
{
if( m_State != transitioning )
-2
View File
@@ -25,7 +25,6 @@ public:
bool IsTransitioning() const { return m_State == transitioning; };
bool IsFinished() const { return m_State == finished; };
float GetLengthSeconds() const;
protected:
@@ -36,7 +35,6 @@ protected:
} m_State;
AutoActor m_sprTransition;
float m_fLengthSeconds;
ScreenMessage m_MessageToSendWhenDone;
};