From 67cfe0f4ade32e37161788de9ae155459514282e Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Mon, 26 Feb 2007 03:04:50 +0000 Subject: [PATCH] remove Transition::GetLengthSeconds --- stepmania/src/Transition.cpp | 16 ---------------- stepmania/src/Transition.h | 2 -- 2 files changed, 18 deletions(-) diff --git a/stepmania/src/Transition.cpp b/stepmania/src/Transition.cpp index be6eeb55f1..496d5a4460 100644 --- a/stepmania/src/Transition.cpp +++ b/stepmania/src/Transition.cpp @@ -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 ) diff --git a/stepmania/src/Transition.h b/stepmania/src/Transition.h index 5130e95ec4..2c288a9aa6 100644 --- a/stepmania/src/Transition.h +++ b/stepmania/src/Transition.h @@ -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; };