m_sName for ScreenAttract::StartScreen
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@@ -17,7 +17,7 @@
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#include "BGAnimation.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define START_SCREEN THEME->GetMetric ("ScreenAttract","StartScreen")
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#define START_SCREEN(sScreenName) THEME->GetMetric (sScreenName,"StartScreen")
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REGISTER_SCREEN_CLASS( ScreenAttract );
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@@ -49,10 +49,10 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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{
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// LOG->Trace( "ScreenAttract::Input()" );
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AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() );
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AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning(), m_sName );
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}
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void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning )
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void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning, CString sScreenName )
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{
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if(type != IET_FIRST_PRESS)
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return; // don't care
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@@ -82,7 +82,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
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SCREENMAN->SendMessageToTopScreen( SM_StopMusic );
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usleep( (int)(JOIN_PAUSE_SECONDS*1000*1000) ); // do a little pause, like the arcade does
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LOG->Trace("ScreenAttract::AttractInput: go to START_SCREEN" );
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SCREENMAN->SetNewScreen( START_SCREEN );
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SCREENMAN->SetNewScreen( START_SCREEN(sScreenName) );
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break;
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default:
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ASSERT(0);
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