remove TransitionInvisible

This commit is contained in:
Glenn Maynard
2003-03-22 19:58:44 +00:00
parent 7b35eeec84
commit e39dc66c34
8 changed files with 3 additions and 82 deletions
+3 -12
View File
@@ -391,7 +391,9 @@ void ScreenOptions::DrawPrimitives()
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( m_Wipe.IsClosing() )
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
* when we're transitioning out. */
if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() )
return;
// default input handler
@@ -417,7 +419,6 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
m_Menu.StartTransitioning( SM_GoToNextScreen );
m_SoundStart.Play();
m_Wipe.CloseWipingRight( );
m_framePage.BeginTweening( 0.3f, Actor::TWEEN_ACCELERATE );
m_framePage.SetTweenX( SCREEN_RIGHT );
@@ -564,16 +565,6 @@ void ScreenOptions::MenuDown( PlayerNumber pn )
m_iCurrentRow[p]++;
// Chris: Commented this out, but will add back in later.
// /* Find the next row with any un-dimmed entries. */
// int new_row = m_iCurrentRow[p];
// do {
// if( ++new_row == m_iNumOptionRows )
// new_row = 0; // wrap around
// if(!RowCompletelyDimmed(new_row)) break;
// } while(new_row != m_iCurrentRow[p]);
// m_iCurrentRow[p] = new_row;
TweenCursor( (PlayerNumber)p );
}
m_SoundNextRow.Play();