cleanup BrightnessOverlay

fix unneeded brightness tween on gameplay start
This commit is contained in:
Glenn Maynard
2004-04-19 20:28:10 +00:00
parent 3ecb9a168f
commit c35aa5c853
3 changed files with 36 additions and 29 deletions
+10 -2
View File
@@ -1027,7 +1027,16 @@ void ScreenGameplay::LoadNextSong()
{
/* BeginnerHelper disabled/failed to load. */
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
if( !m_bDemonstration )
{
/* This will fade from a preset brightness to the actual brightness (based
* on prefs and "cover"). The preset brightness may be 0 (to fade from
* black), or it might be 1, if the stage screen has the song BG and we're
* coming from it (like Pump). This used to be done in SM_PlayReady, but
* that means it's impossible to snap to the new brightness immediately. */
m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
m_Background.FadeToActualBrightness();
}
}
m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
@@ -1900,7 +1909,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_PlayReady:
m_Background.FadeToActualBrightness();
SOUND->PlayOnceFromAnnouncer( "gameplay ready" );
m_Ready.StartTransitioning( SM_PlayGo );
break;