fix nonstop showing in menus when it shouldn't

This commit is contained in:
Glenn Maynard
2004-02-06 03:57:47 +00:00
parent 2847fe01a6
commit 0c4d8a5b29
4 changed files with 17 additions and 9 deletions
+10 -8
View File
@@ -81,8 +81,17 @@ static const SongSortOrder SortOrder[] =
}; };
// use ARRAYSIZE(SortOrder) // use ARRAYSIZE(SortOrder)
MusicWheel::MusicWheel() MusicWheel::MusicWheel()
{
// update theme metric cache
SWITCH_SECONDS.Refresh();
ITEM_CURVE_X.Refresh();
ITEM_SPACING_Y.Refresh();
USE_3D.Refresh();
NUM_WHEEL_ITEMS_METRIC.Refresh();
}
void MusicWheel::Load()
{ {
LOG->Trace( "MusicWheel::MusicWheel()" ); LOG->Trace( "MusicWheel::MusicWheel()" );
if (GAMESTATE->m_pCurSong != NULL) if (GAMESTATE->m_pCurSong != NULL)
@@ -92,13 +101,6 @@ MusicWheel::MusicWheel()
SONGMAN->UpdateRankingCourses(); SONGMAN->UpdateRankingCourses();
// update theme metric cache
SWITCH_SECONDS.Refresh();
ITEM_CURVE_X.Refresh();
ITEM_SPACING_Y.Refresh();
USE_3D.Refresh();
NUM_WHEEL_ITEMS_METRIC.Refresh();
if( USE_3D ) if( USE_3D )
{ {
WHEEL_3D_RADIUS.Refresh(); WHEEL_3D_RADIUS.Refresh();
+1
View File
@@ -42,6 +42,7 @@ class MusicWheel : public ActorFrame
public: public:
MusicWheel(); MusicWheel();
~MusicWheel(); ~MusicWheel();
void Load();
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
virtual void DrawPrimitives(); virtual void DrawPrimitives();
+2
View File
@@ -67,6 +67,8 @@ ScreenSelectCourse::ScreenSelectCourse( CString sClassName ) : Screen( sClassNam
SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectCourse music") ); SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectCourse music") );
m_MusicWheel.Load();
m_bMadeChoice = false; m_bMadeChoice = false;
m_bGoToOptions = false; m_bGoToOptions = false;
m_bAllowOptionsMenuRepeat = false; m_bAllowOptionsMenuRepeat = false;
+4 -1
View File
@@ -86,7 +86,8 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName
m_bInCourseDisplayMode = GAMESTATE->IsCourseMode(); m_bInCourseDisplayMode = GAMESTATE->IsCourseMode();
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet. */ /* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
GAMESTATE->FinishStage(); GAMESTATE->FinishStage();
/* Cache: */ /* Cache: */
@@ -100,6 +101,8 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName
CodeDetector::RefreshCacheItems(); CodeDetector::RefreshCacheItems();
m_MusicWheel.Load();
int p; int p;
m_Menu.Load( "ScreenSelectMusic" ); m_Menu.Load( "ScreenSelectMusic" );