Files
itgmania212121/stepmania/src/Transition.cpp
T
Glenn Maynard c0adadd3a5 IniFile cleanup
2004-05-23 02:27:51 +00:00

115 lines
2.4 KiB
C++

#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) != "/" )
sBGAniDir += "/";
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.ReadFile( sBGAniDir+"BGAnimation.ini" );
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;
}
}
bool Transition::EarlyAbortDraw()
{
return m_State != transitioning;
}
void Transition::DrawPrimitives()
{
m_BGAnimation.Draw();
}
void Transition::StartTransitioning( ScreenMessage send_when_done )
{
if( m_State != waiting )
return; // ignore
m_MessageToSendWhenDone = send_when_done;
m_State = transitioning;
m_fSecsIntoTransition = 0.0;
}
float Transition::GetLengthSeconds() const
{
return m_BGAnimation.GetLengthSeconds();
}
float Transition::GetTweenTimeLeft() const
{
if( m_State != transitioning )
return 0;
return m_BGAnimation.GetTweenTimeLeft();
}