#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" #include "RageFile.h" Transition::Transition() { m_State = waiting; m_fSecsIntoTransition = 0.0f; } void Transition::Load( CString sBGAniDir ) { if( !sBGAniDir.empty() && sBGAniDir.Right(1) != SLASH ) sBGAniDir += SLASH; 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) ) { FixSlashesInPlace( sSoundFileName ); CString sPath = sBGAniDir+sSoundFileName; CollapsePath( sPath ); m_sound.Load( sPath ); } else { m_sound.Load( sBGAniDir ); } } void Transition::Update( float fDeltaTime ) { Actor::Update( fDeltaTime ); if( m_State == transitioning ) { /* Start the transition on the first update, not in the ctor, so * we don't play a sound while our parent is still loading. */ if( m_fSecsIntoTransition==0 ) // first update { m_sound.PlayRandom(); // stop the sound from playing multiple times on an Update(0) m_fSecsIntoTransition+=0.000001f; } m_BGAnimation.Update( fDeltaTime ); if( m_fSecsIntoTransition > m_BGAnimation.GetLengthSeconds() ) // over { SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone ); m_fSecsIntoTransition = 0.0; m_State = finished; } else 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 switch( m_State ) { case waiting: return; case finished: return; } m_BGAnimation.Draw(); } void Transition::StartTransitioning( ScreenMessage send_when_done ) { if( m_State != waiting ) { // This assert will trigger in some cases if start is pressed // right as a transition is ending. We want to know about these // problems in debug builds, but they're not fatal. DEBUG_ASSERT( m_State == waiting ); // can't call this more than once return; // ignore } m_MessageToSendWhenDone = send_when_done; m_State = transitioning; m_fSecsIntoTransition = 0.0; } float Transition::GetLengthSeconds() { return m_BGAnimation.GetLengthSeconds(); }