avoid special cases in parent classes
don't use RageMovieTexture directly
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@@ -33,18 +33,6 @@
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ScreenAttract::ScreenAttract( CString sMetricName, CString sElementName )
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{
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/* This has replaced the above, because ScreenIntroMovie should not be
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exited until the movie is done. This saves the hassle of having to
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always update the metrics.ini file to reflect the movie's time.
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XXX UPDATE: Until we have a way to determine a movie's length.. the fadeout
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time will have to be manually set in the metrics file -- Miryokuteki
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if( m_sMetricName == "ScreenIntroMovie" )
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{
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SECONDS_TO_SHOW = THEME->GetMetricF(m_sMetricName,"SecondsToShow");
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}*/
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LOG->Trace( "ScreenAttract::ScreenAttract(%s, %s)", sMetricName.c_str(), sElementName.c_str() );
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GAMESTATE->Reset();
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@@ -148,16 +136,6 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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void ScreenAttract::Update( float fDelta )
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{
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Screen::Update(fDelta);
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/* See the above comment block -- Miryokuteki
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if( m_sMetricName == "ScreenIntroMovie" )
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{
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if( RageMovieTexture::IsFinishedPlaying() == true )
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{
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this->SendScreenMessage( SM_BeginFadingOut,0 );
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}
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} */
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}
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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@@ -9,10 +9,16 @@ void ScreenIntroMovie::Update( float fDelta )
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RageTexture *tex = sprite->GetTexture();
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if(tex->IsAMovie() && !tex->IsPlaying())
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this->SendScreenMessage( SM_BeginFadingOut,0 );
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if( BackgroundImage->GetTexture()->RageMovieTexture::IsFinishedPlaying() == true )
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{
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this->SendScreenMessage( SM_BeginFadingOut,0 );
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}
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and when initting the sprite in ScreenIntroMovie::ScreenIntroMovie:
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if(sprite->GetTexture->IsAMovie())
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{
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tex->SetLooping(false);
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ClearMessageQueue(SM_BeginFadingOut);
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}
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Don't use RageMovieTexture directly.
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*/
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}
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