TransitionBGAnimation -> Transition

This commit is contained in:
Chris Danford
2003-04-13 02:33:11 +00:00
parent 5e4ec48c3f
commit e30e6a7ee3
2 changed files with 14 additions and 14 deletions
+88
View File
@@ -0,0 +1,88 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Transition
Desc: See header
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Transition.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "IniFile.h"
Transition::Transition()
{
m_State = waiting;
m_fSecsIntoTransition = 0.0f;
}
void Transition::Load( CString sBGAniDir )
{
if( !sBGAniDir.empty() && sBGAniDir.Right(1) != "/" )
sBGAniDir += "/";
m_BGAnimation.LoadFromAniDir( sBGAniDir );
m_State = waiting;
m_fSecsIntoTransition = 0.0f;
// load sound from file specified by ini, or use the first sound in the directory
IniFile ini;
ini.SetPath( sBGAniDir+"BGAnimation.ini" );
ini.ReadFile();
CString sSoundFileName;
if( ini.GetValue("BGAnimation","Sound",sSoundFileName) )
m_sound.Load( sBGAniDir+sSoundFileName );
else
m_sound.Load( sBGAniDir );
}
void Transition::Update( float fDeltaTime )
{
Actor::Update( fDeltaTime );
if( m_State == transitioning )
{
m_BGAnimation.Update( fDeltaTime );
if( m_fSecsIntoTransition > m_BGAnimation.GetLengthSeconds() ) // over
{
m_fSecsIntoTransition = 0.0;
m_State = finished;
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
}
m_fSecsIntoTransition += fDeltaTime;
}
}
void Transition::DrawPrimitives()
{
// Unless we're transitioning, don't draw because we'll waste resources drawing things
// that aren't visible. -Chris
if( m_State != transitioning )
return;
m_BGAnimation.Draw();
}
void Transition::StartTransitioning( ScreenMessage send_when_done )
{
ASSERT( m_State == waiting ); // can't call this more than once
m_MessageToSendWhenDone = send_when_done;
m_State = transitioning;
m_sound.PlayRandom();
m_fSecsIntoTransition = 0.0;
}
float Transition::GetLengthSeconds()
{
return m_BGAnimation.GetLengthSeconds();
}