add Banners for various SortOrders. (Group and Recent not included for various reasons)
This commit is contained in:
+38
-25
@@ -1691,31 +1691,44 @@ void ScreenSelectMusic::AfterMusicChange()
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SECTION:
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g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSectionMusicPath;
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break;
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case TYPE_SORT:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadMode();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSortMusicPath;
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break;
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case TYPE_ROULETTE:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRoulette();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRouletteMusicPath;
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break;
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case TYPE_RANDOM:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRandom();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRandomMusicPath;
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break;
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default:
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ASSERT(0);
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case TYPE_SECTION:
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// reduce scope
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{
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SortOrder curSort = GAMESTATE->m_SortOrder;
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if( curSort == SORT_GROUP)
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{
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g_sBannerPath = SONGMAN->GetSongGroupBannerPath( m_MusicWheel.GetSelectedSection() );
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}
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else
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{
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bWantBanner = false; // we load it ourself
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m_Banner.LoadFromSortOrder(curSort);
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}
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSectionMusicPath;
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}
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break;
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case TYPE_SORT:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadMode();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sSortMusicPath;
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break;
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case TYPE_ROULETTE:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRoulette();
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if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRouletteMusicPath;
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break;
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case TYPE_RANDOM:
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bWantBanner = false; // we load it ourself
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m_Banner.LoadRandom();
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//if( SAMPLE_MUSIC_PREVIEW_MODE != SampleMusicPreviewMode_LastSong )
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m_sSampleMusicToPlay = m_sRandomMusicPath;
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break;
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default:
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ASSERT(0);
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}
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// override this if the sample music mode wants to.
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/*
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