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