Cosmetic cleanups

Added "press START for more options" to ScreenPlayerOptions
This commit is contained in:
Chris Danford
2003-03-11 08:52:45 +00:00
parent 3d20f7ee70
commit 16df407e32
22 changed files with 127 additions and 68 deletions
@@ -1 +1 @@
_shared background
_shared background fade in
@@ -1 +1 @@
_fade in
_options to options
@@ -0,0 +1 @@
_shared background fade in
@@ -1 +1 @@
_fade in
_options to options
@@ -1 +1 @@
_fade out
_fade out with sound
+3 -3
View File
@@ -67,7 +67,7 @@ NextScreen2=ScreenSelectDifficulty
NextScreen3=ScreenSelectDifficulty
NextScreen4=ScreenSelectDifficulty
NextScreen5=ScreenSelectDifficulty
JointPremiumOnCommand=x,550;y,84;xoffset,400;bounceend,0.5;xoffset,-400;glowshift
JointPremiumOnCommand=x,550;y,84;xoffset,400;bounceend,0.5;xoffset,-400;glowshift;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.3
JointPremiumOffCommand=bouncebegin,0.5;xoffset,400
Icon1OnCommand=x,60;y,84;xoffset,-800;sleep,0.20;decelerate,0.3;xoffset,800
Icon1OffCommand=bouncebegin,0.5;zoomy,0
@@ -84,7 +84,7 @@ IconLoseFocusCommand=stopeffect
DisabledColor=0.2,0.2,0.2,1
ExplanationOnCommand=x,480;y,170;xoffset,400;bounceend,0.5;xoffset,-400
ExplanationOffCommand=bouncebegin,0.5;xoffset,400
WarningOnCommand=x,480;y,280;zoomy,0;decelerate,0.5;zoomy,1;y,400;diffuseshift;effectcolor1,1,1,1,1;effectcolor2,0,0,0,1
WarningOnCommand=x,480;y,280;zoomy,0;decelerate,0.5;zoomy,1;y,400;diffuseshift;effectcolor1,1,1,1,1;effectcolor2,0.4,0.4,0.4,1
WarningOffCommand=accelerate,0.3;zoomy,0;y,280
InfoOnCommand=x,480;y,280;zoomy,0;bounceend,0.5;zoomy,1
InfoOffCommand=bouncebegin,0.5;zoomy,0
@@ -819,7 +819,7 @@ ShowStats=Display Performance Statistics in the upper right corner::of the scree
CoinMode=When set to HOME, options will be shown on the title screen.::When set to PAY the title menu choices are hidden and you must::insert coins before joining in. When set to FREE the title menu::choices are hidden and you can joining in without inserting coins.
CoinsPerCredit=The number of coins that must be inserted before a player can join.
JointPremium=When set to OFF, game styles that require both sides of the machine::will cost 2 credits. When set to ON game styles that require both sides::of the machine will cost only 1 credit.
SongOptions=Choose whether or not to display the Song Options screen::after the Player Options screen.
SongOptions=When set to HIDE, this option will not allow the player::to enter the Song Options screen. When set to allow ALLOW,::the player can enter the Song Options screen by pressing START.
[ScreenGraphicOptions]
HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options::START to accept changes BACK to discard changes
+3
View File
@@ -136,6 +136,9 @@ void MenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
void MenuElements::Back( ScreenMessage smSendWhenDone )
{
if( m_Back.IsTransitioning() )
return; // ignore
m_MenuTimer.StopTimer();
m_Back.StartTransitioning( smSendWhenDone );
m_soundBack.Play();
+3
View File
@@ -145,6 +145,9 @@ void MenuTimer::SetTimer( int iSeconds )
m_textDigit2.SetZoomX( 1 );
m_textDigit1.SetEffectNone();
m_textDigit2.SetEffectNone();
m_textDigit1.SetText( ssprintf("%d", ((int)m_fSecondsLeft+1)/10) );
m_textDigit2.SetText( ssprintf("%d", ((int)m_fSecondsLeft+1)%10) );
}
void MenuTimer::StartTimer()
+1 -2
View File
@@ -72,8 +72,6 @@ ScreenDemonstration::ScreenDemonstration() : ScreenJukebox( PrepareForDemonstrat
ScreenDemonstration::~ScreenDemonstration()
{
GAMESTATE->m_bDemonstrationOrJukebox = false;
GAMESTATE->Reset();
}
void ScreenDemonstration::Update( float fDeltaTime )
@@ -115,6 +113,7 @@ void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
return;
case SM_GoToNextScreen:
m_soundMusic.Stop();
GAMESTATE->Reset();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
return;
}
+18 -16
View File
@@ -208,7 +208,9 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
//////////////////////////
m_Menu.Load( "ScreenEvaluation" );
// FIXME:
// The header needs to be different depending on the result mode. How can we do this elegantly?
// The header needs to be different depending on the result mode.
// We should really split these different ResultModes into separate derived classes
// so that each can have its own Transitions, headers, and such.
// THEME->GetPathTo("Graphics",m_ResultMode==RM_ARCADE_SUMMARY?"evaluation summary top edge":"evaluation top edge"),
this->AddChild( &m_Menu );
@@ -317,13 +319,13 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
{
case RM_COURSE:
{
m_sprPercentFrame[p].Load( THEME->GetPathTo("Graphics","evaluation percent frame") );
m_sprPercentFrame[p].Load( THEME->GetPathTo("Graphics","ScreenEvaluation percent frame") );
m_sprPercentFrame[p].StopAnimating();
m_sprPercentFrame[p].SetState( p );
m_sprPercentFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddChild( &m_sprPercentFrame[p] );
m_textOniPercentLarge[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation percent numbers") );
m_textOniPercentLarge[p].LoadFromNumbers( THEME->GetPathTo("Numbers","ScreenEvaluation percent numbers") );
m_textOniPercentLarge[p].EnableShadow( false );
m_textOniPercentLarge[p].SetXY( (PREFSMAN->m_bDancePointsForOni ? DANCE_POINT_X(p) : PERCENT_BASE_X(p) ), PERCENT_BASE_Y );
m_textOniPercentLarge[p].SetHorizAlign( Actor::align_right );
@@ -333,7 +335,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
if(!PREFSMAN->m_bDancePointsForOni)
{
m_textOniPercentSmall[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation percent numbers") );
m_textOniPercentSmall[p].LoadFromNumbers( THEME->GetPathTo("Numbers","ScreenEvaluation percent numbers") );
m_textOniPercentSmall[p].EnableShadow( false );
m_textOniPercentSmall[p].SetZoom( 0.5f );
m_textOniPercentSmall[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y );
@@ -364,13 +366,13 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
}
// StageInfo stuff
m_sprCourseFrame[p].Load( THEME->GetPathTo("Graphics","evaluation stage frame 2x1") );
m_sprCourseFrame[p].Load( THEME->GetPathTo("Graphics","ScreenEvaluation stage frame 2x1") );
m_sprCourseFrame[p].StopAnimating();
m_sprCourseFrame[p].SetState( p );
m_sprCourseFrame[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddChild( &m_sprCourseFrame[p] );
m_textSongsSurvived[p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation stage numbers") );
m_textSongsSurvived[p].LoadFromNumbers( THEME->GetPathTo("Numbers","ScreenEvaluation stage numbers") );
m_textSongsSurvived[p].EnableShadow( false );
m_textSongsSurvived[p].SetXY( SONGS_SURVIVED_X(p), SONGS_SURVIVED_Y );
m_textSongsSurvived[p].SetText( ssprintf("%02d", stageStats.iSongsPlayed[p]) );
@@ -380,7 +382,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
case RM_ARCADE_STAGE:
case RM_ARCADE_SUMMARY:
{
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame 1x2") );
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","ScreenEvaluation grade frame 1x2") );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y );
@@ -398,7 +400,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
this->AddChild( &m_Grades[p] );
// Bonus info frame
m_sprBonusFrame[p].Load( THEME->GetPathTo("Graphics","evaluation bonus frame 2x1") );
m_sprBonusFrame[p].Load( THEME->GetPathTo("Graphics","ScreenEvaluation bonus frame 2x1") );
m_sprBonusFrame[p].StopAnimating();
m_sprBonusFrame[p].SetState( p );
m_sprBonusFrame[p].SetXY( BONUS_X(p), BONUS_Y );
@@ -406,7 +408,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line
{
m_sprPossibleBar[p][r].Load( THEME->GetPathTo("Graphics","evaluation bars possible 1x2") );
m_sprPossibleBar[p][r].Load( THEME->GetPathTo("Graphics","ScreenEvaluation bars possible 1x2") );
m_sprPossibleBar[p][r].StopAnimating();
m_sprPossibleBar[p][r].SetState( p );
m_sprPossibleBar[p][r].SetHorizAlign( Actor::align_left );
@@ -420,7 +422,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_sprPossibleBar[p][r].SetTweenZoomToWidth( BAR_WIDTH*stageStats.fRadarPossible[p][r] );
this->AddChild( &m_sprPossibleBar[p][r] );
m_sprActualBar[p][r].Load( THEME->GetPathTo("Graphics","evaluation bars actual 1x2") );
m_sprActualBar[p][r].Load( THEME->GetPathTo("Graphics","ScreenEvaluation bars actual 1x2") );
m_sprActualBar[p][r].StopAnimating();
m_sprActualBar[p][r].SetState( p );
m_sprActualBar[p][r].SetHorizAlign( Actor::align_left );
@@ -442,7 +444,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
if( bNewRecord[p] )
{
m_sprNewRecord[p].Load( THEME->GetPathTo("Graphics","evaluation new record") );
m_sprNewRecord[p].Load( THEME->GetPathTo("Graphics","ScreenEvaluation new record") );
m_sprNewRecord[p].SetXY( NEW_RECORD_X(p), NEW_RECORD_Y );
m_sprNewRecord[p].SetEffectGlowShift( 2.5f );
this->AddChild( &m_sprNewRecord[p] );
@@ -458,7 +460,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
// EZ2 should hide these things by placing them off screen with theme metrics
m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels 1x8") );
m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","ScreenEvaluation judge labels 1x8") );
m_sprJudgeLabels[l].StopAnimating();
m_sprJudgeLabels[l].SetState( l );
m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_Y(l) );
@@ -466,7 +468,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
this->AddChild( &m_sprJudgeLabels[l] );
}
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") );
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","ScreenEvaluation score labels") );
m_sprScoreLabel.SetState( m_ResultMode==RM_COURSE ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y );
@@ -481,7 +483,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathTo("Numbers","evaluation judge numbers") );
m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathTo("Numbers","ScreenEvaluation judge numbers") );
m_textJudgeNumbers[l][p].EnableShadow( false );
m_textJudgeNumbers[l][p].SetXY( JUDGE_X(m_ResultMode==RM_COURSE,p,l), JUDGE_Y(l) );
m_textJudgeNumbers[l][p].SetZoom( 1.0f );
@@ -514,12 +516,12 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
if( m_bTryExtraStage )
{
m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics",GAMESTATE->IsExtraStage()?"evaluation try extra stage2":"evaluation try extra stage1") );
m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics",GAMESTATE->IsExtraStage()?"ScreenEvaluation extra2":"ScreenEvaluation extra1") );
m_sprTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y );
m_sprTryExtraStage.SetEffectGlowShift( 2.5f );
this->AddChild( &m_sprTryExtraStage );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","evaluation extra stage") );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra stage") );
}
else if( bOneHasNewRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
{
-6
View File
@@ -144,8 +144,6 @@ ScreenJukebox::ScreenJukebox( bool bDemonstration ) : ScreenGameplay( PrepareFor
ScreenJukebox::~ScreenJukebox()
{
// GAMESTATE->m_bDemonstration = false;
//GAMESTATE->Reset();
}
void ScreenJukebox::Update( float fDeltaTime )
@@ -167,9 +165,6 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
/*ResetGame();
You only changed the coin mode.. as with the arcade versions,
the machine should not reset. -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
@@ -236,7 +231,6 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
/* We're actually under Update(), so make sure ScreenGameplay doesn't
* continue grading for this call. */
m_soundMusic.StopPlaying();
SCREENMAN->SetNewScreen( "ScreenJukebox" );
return;
}
+1 -1
View File
@@ -48,7 +48,7 @@ OptionRowData g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = {
{ "Coin\nMode", 3, {"HOME","PAY","FREE PLAY"} },
{ "Coins Per\nCredit", 8, {"1","2","3","4","5","6","7","8"} },
{ "Joint\nPremium", 2, {"OFF","ON"} },
{ "Song\nOptions", 2, {"HIDE","SHOW"} },
{ "Song\nOptions", 2, {"HIDE","ALLOW"} },
};
ScreenMachineOptions::ScreenMachineOptions() :
+5 -9
View File
@@ -41,10 +41,6 @@
#define COLOR_NOT_SELECTED THEME->GetMetricC("ScreenOptions","ColorNotSelected")
const ScreenMessage SM_PlaySample = ScreenMessage(SM_User-4);
const ScreenMessage SM_TweenOffScreen = ScreenMessage(SM_User-7);
ScreenOptions::ScreenOptions( CString sClassName, bool bEnableTimer )
{
LOG->Trace( "ScreenOptions::ScreenOptions()" );
@@ -404,7 +400,7 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_MenuTimer:
this->SendScreenMessage( SM_TweenOffScreen, 0 );
this->SendScreenMessage( SM_BeginFadingOut, 0 );
break;
case SM_GoToPrevScreen:
// this->ExportOptions(); // Don't save options if we're going back!
@@ -414,7 +410,7 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
this->ExportOptions();
this->GoToNextState();
break;
case SM_TweenOffScreen:
case SM_BeginFadingOut:
m_Menu.StartTransitioning( SM_GoToNextScreen );
m_SoundStart.Play();
@@ -450,7 +446,7 @@ void ScreenOptions::MenuBack( PlayerNumber pn )
void ScreenOptions::StartGoToNextState()
{
this->SendScreenMessage( SM_TweenOffScreen, 0 );
this->SendScreenMessage( SM_BeginFadingOut, 0 );
}
void ScreenOptions::MenuStart( PlayerNumber pn )
@@ -465,11 +461,11 @@ void ScreenOptions::MenuStart( PlayerNumber pn )
if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
MenuDown( pn ); // can't go down any more
else if( bAllOnExit )
this->SendScreenMessage( SM_TweenOffScreen, 0 );
this->SendScreenMessage( SM_BeginFadingOut, 0 );
}
else // !m_bArcadeOptionsNavigation
{
this->SendScreenMessage( SM_TweenOffScreen, 0 );
this->SendScreenMessage( SM_BeginFadingOut, 0 );
}
}
+66 -1
View File
@@ -60,6 +60,16 @@ ScreenPlayerOptions::ScreenPlayerOptions() :
true );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
m_sprOptionsMessage.Load( THEME->GetPathTo("Graphics","ScreenPlayerOptions options") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoom( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
m_bAcceptedChoices = false;
m_bGoToOptions = false;
}
@@ -187,11 +197,66 @@ void ScreenPlayerOptions::GoToNextState()
{
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else if( PREFSMAN->m_bShowSongOptions == true )
else if( m_bGoToOptions )
SCREENMAN->SetNewScreen( "ScreenSongOptions" );
else
SCREENMAN->SetNewScreen( "ScreenStage" );
}
void ScreenPlayerOptions::Update( float fDelta )
{
ScreenOptions::Update( fDelta );
m_sprOptionsMessage.Update( fDelta );
}
void ScreenPlayerOptions::DrawPrimitives()
{
ScreenOptions::DrawPrimitives();
m_sprOptionsMessage.Draw();
}
void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type == IET_FIRST_PRESS &&
!m_Menu.m_In.IsTransitioning() &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
PREFSMAN->m_bShowSongOptions )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
{
m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common start") );
}
}
ScreenOptions::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_BeginFadingOut: // when the user accepts the page of options
{
m_bAcceptedChoices = true;
float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetTweenZoomY( 1 );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetTweenZoomY( 0 );
}
break;
}
ScreenOptions::HandleScreenMessage( SM );
}
+13 -4
View File
@@ -1,15 +1,15 @@
#ifndef SCREENPLAYEROPTIONS_H
#define SCREENPLAYEROPTIONS_H
/*
-----------------------------------------------------------------------------
File: ScreenPlayerOptions.h
Class: ScreenPlayerOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#ifndef SCREEN_PLAYER_OPTIONS_H
#define SCREEN_PLAYER_OPTIONS_H
#include "ScreenOptions.h"
#include "PrefsManager.h"
@@ -20,12 +20,21 @@ class ScreenPlayerOptions : public ScreenOptions
public:
ScreenPlayerOptions();
virtual void Update( float fDelta );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
private:
void ImportOptions();
void ExportOptions();
void GoToNextState();
void GoToPrevState();
bool m_bAcceptedChoices;
bool m_bGoToOptions;
Sprite m_sprOptionsMessage;
};
+1 -1
View File
@@ -725,7 +725,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetTweenZoomY( 1 );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.35f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetTweenZoomY( 0 );
-1
View File
@@ -69,7 +69,6 @@ protected:
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
Sprite m_AutoGenIcon[NUM_PLAYERS];
GrooveRadar m_GrooveRadar;
// BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textSongOptions;
OptionIconRow m_OptionIconRow[NUM_PLAYERS];
Sprite m_sprMeterFrame[NUM_PLAYERS];
-1
View File
@@ -29,7 +29,6 @@ const ScreenMessage SM_StartClosing = ScreenMessage(SM_User-8);
ScreenStyleSplash::ScreenStyleSplash()
{
GAMESTATE->m_bPlayersCanJoin = false;
SOUNDMAN->StopMusic();
if(!PREFSMAN->m_bShowDontDie)
+7 -17
View File
@@ -161,8 +161,6 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( !MenuI.IsValid() )
return;
switch( MenuI.button )
{
case MENU_BUTTON_UP:
@@ -200,29 +198,21 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( m_In.IsTransitioning() )
break;
/* break if the choice is invalid */
switch( m_Choice )
if( m_Choice == CHOICE_JUKEBOX ||
m_Choice == CHOICE_EDIT )
{
case CHOICE_GAME_START:
case CHOICE_SELECT_GAME:
case CHOICE_OPTIONS:
#ifdef DEBUG
case CHOICE_SANDBOX:
#endif
case CHOICE_JUKEBOX:
case CHOICE_EDIT:
if( SONGMAN->GetNumSongs() == 0 )
{
m_soundInvalid.Play();
SCREENMAN->SystemMessage( "No songs are installed" );
break;
return;
}
break;
case CHOICE_EXIT:
ExitGame();
}
if( m_Choice == CHOICE_EXIT )
{
LOG->Trace("CHOICE_EXIT: shutting down");
ExitGame();
return;
default:
ASSERT(0);
}
if( Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
-1
View File
@@ -119,7 +119,6 @@ void ResetGame()
GAMESTATE->Reset();
PREFSMAN->ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
GAMESTATE->m_bPlayersCanJoin = true;
for( int p=0; p<NUM_PLAYERS; p++ )
{
+1 -1
View File
@@ -285,7 +285,7 @@ try_metric_again:
m_uHashForBaseThemeMetrics != GetHashForFile(sDefaultMetricPath) )
{
LOG->Warn( "Metrics file is out of date. Reloading..." );
MessageBeep( MB_OK );
// MessageBeep( MB_OK );
SwitchTheme(m_sCurThemeName); // force a reload of the metrics cache
}
}