diff --git a/stepmania/src/MenuElements.cpp b/stepmania/src/MenuElements.cpp index 5cafc747fd..35868b8295 100644 --- a/stepmania/src/MenuElements.cpp +++ b/stepmania/src/MenuElements.cpp @@ -113,12 +113,19 @@ void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone ) m_sprFooter.Command( FOOTER_OFF_COMMAND ); m_textHelp.Command( HELP_OFF_COMMAND ); - m_Out.StartTransitioning(); + m_Out.StartTransitioning(smSendWhenDone); + /* Ack. If the transition finishes transparent (eg. _options to options), + * then we don't want to send the message until all of the *actors* are + * done tweening. However, if it finishes with something onscreen (most + * of the rest), we have to send the message immediately after it finishes, + * or we'll draw a frame without the transition. + * + * For now, I'll make the SMMAX2 option tweening faster. */ /* This includes all of the actors: */ - float TimeUntilFinished = GetTweenTimeLeft(); - TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds()); - SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished ); +// float TimeUntilFinished = GetTweenTimeLeft(); +// TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds()); +// SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished ); } void MenuElements::Back( ScreenMessage smSendWhenDone )