fix ScreenStage delay
This commit is contained in:
@@ -97,14 +97,16 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
|
|||||||
switch( SM )
|
switch( SM )
|
||||||
{
|
{
|
||||||
case SM_PrepScreen:
|
case SM_PrepScreen:
|
||||||
/* Start fading out in after MINIMUM_DELAY seconds. Loading the screen
|
{
|
||||||
* might take longer than that, in which case we'll fade out as early as
|
RageTimer length;
|
||||||
* we can. */
|
|
||||||
this->PostScreenMessage( SM_BeginFadingOut, MINIMUM_DELAY );
|
|
||||||
|
|
||||||
SCREENMAN->PrepareScreen( NEXT_SCREEN );
|
SCREENMAN->PrepareScreen( NEXT_SCREEN );
|
||||||
break;
|
float fScreenLoadSeconds = length.GetDeltaTime();
|
||||||
|
|
||||||
|
/* The screen load took fScreenLoadSeconds. Move on to the next screen after
|
||||||
|
* no less than MINIMUM_DELAY seconds. */
|
||||||
|
this->PostScreenMessage( SM_BeginFadingOut, max( 0, MINIMUM_DELAY-fScreenLoadSeconds) );
|
||||||
|
break;
|
||||||
|
}
|
||||||
case SM_BeginFadingOut:
|
case SM_BeginFadingOut:
|
||||||
m_Out.StartTransitioning();
|
m_Out.StartTransitioning();
|
||||||
FOREACH_PlayerNumber( p )
|
FOREACH_PlayerNumber( p )
|
||||||
|
|||||||
Reference in New Issue
Block a user