fix ScreenEvaluationCourse glitches
Change ScreenManager message sending methods for more precise control: - SendMessageToTopScreen: handle the message immediately - PostMessageToTopScreen: post message to queue for processing next update
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@@ -259,7 +259,7 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type,
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{
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m_soundChangeNotes.Play();
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GAMESTATE->m_bDifficultCourses = false;
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SCREENMAN->SendMessageToTopScreen(SM_SongChanged,0);
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SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
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}
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}
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@@ -269,7 +269,7 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type,
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{
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m_soundChangeNotes.Play();
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GAMESTATE->m_bDifficultCourses = true;
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SCREENMAN->SendMessageToTopScreen(SM_SongChanged,0);
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SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
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}
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}
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@@ -361,7 +361,7 @@ void ScreenSelectCourse::MenuStart( PlayerNumber pn )
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* hit accidentally. Accept an initial START right away, though,
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* so we don't ignore deliberate fast presses (which would be
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* annoying). */
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this->SendScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
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this->PostScreenMessage( SM_AllowOptionsMenuRepeat, 0.5f );
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m_Menu.StartTransitioning( SM_GoToNextScreen );
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