Files
itgmania212121/stepmania/src/Transition.cpp
T
2006-08-15 19:24:29 +00:00

130 lines
3.8 KiB
C++

#include "global.h"
#include "Transition.h"
#include "ScreenManager.h"
/*
* XXX: We send OnCommand on load, then we send no updates until we get
* StartTransitioning. Historically, this was fine, but it's incorrect now
* that commands can have arbitrary side-effects. We should only send OnCommand
* when we get StartTransitioning, but we need to run it early to set m_fLengthSeconds.
* Eventually, phase out GetLengthSeconds (ScreenGameplay is somewhat tricky). For
* now, play a "StartTransitioning" command; put anything that has side-effects in
* there, instead.
*/
Transition::Transition()
{
m_State = waiting;
}
void Transition::Load( RString sBGAniDir )
{
this->RemoveAllChildren();
m_sprTransition.Load( sBGAniDir );
m_sprTransition->PlayCommand( "On" );
this->AddChild( m_sprTransition );
m_fLengthSeconds = m_sprTransition->GetTweenTimeLeft();
m_State = waiting;
}
void Transition::UpdateInternal( float fDeltaTime )
{
if( m_State != transitioning )
return;
// Check this before running Update, so we draw the last frame of the finished
// transition before sending m_MessageToSendWhenDone.
if( m_sprTransition->GetTweenTimeLeft() == 0 ) // over
{
m_State = finished;
SCREENMAN->SendMessageToTopScreen( m_MessageToSendWhenDone );
}
ActorFrame::UpdateInternal( fDeltaTime );
}
void Transition::Reset()
{
m_State = waiting;
m_bFirstUpdate = true;
if( m_sprTransition.IsLoaded() )
{
m_sprTransition->FinishTweening();
m_sprTransition->PlayCommand( "On" );
}
}
bool Transition::EarlyAbortDraw() const
{
return m_State == waiting;
}
/* Our parent might send us OnCommand. We do that ourself, because
* we sometimes want to know GetLengthSeconds before StartTransitioning.
* Make sure we don't process OnCommand twice. */
void Transition::PlayCommand( const RString &sCommandName )
{
if( sCommandName == "On" )
return;
ActorFrame::PlayCommand( sCommandName );
}
void Transition::StartTransitioning( ScreenMessage send_when_done )
{
if( m_State != waiting )
return; // ignore
// If transition isn't loaded don't set state to transitioning.
// We assume elsewhere that m_sprTransition is loaded.
if( !m_sprTransition.IsLoaded() )
return;
m_sprTransition->PlayCommand( "StartTransitioning" );
m_MessageToSendWhenDone = send_when_done;
m_State = transitioning;
}
float Transition::GetLengthSeconds() const
{
return m_fLengthSeconds;
}
float Transition::GetTweenTimeLeft() const
{
if( m_State != transitioning )
return 0;
return m_sprTransition->GetTweenTimeLeft();
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/