move join pause time to metric

This commit is contained in:
Chris Danford
2004-03-23 21:02:58 +00:00
parent 28598fa289
commit 0e9670fe4b
3 changed files with 9 additions and 27 deletions
+4 -24
View File
@@ -20,6 +20,7 @@
#include "ScreenManager.h"
#include "RageSounds.h"
#include "Steps.h"
#include "ScreenAttract.h"
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
@@ -182,32 +183,11 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
break;
/* XXX: this is a copy-and-paste from ScreenAttract */
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
case MENU_BUTTON_COIN:
switch( PREFSMAN->m_iCoinMode )
{
case COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case COIN_HOME:
case COIN_FREE:
SOUND->StopMusic();
/* We already played the it was a coin was inserted. Don't play it again. */
if( MenuI.button != MENU_BUTTON_COIN )
SOUND->PlayOnce( THEME->GetPathToS("Common coin") );
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
break;
return;
}
}
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_Out.IsTransitioning() );
}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )