subscribe to the events that change the credits message; don't

make everything else hook into SCREENMAN
This commit is contained in:
Glenn Maynard
2006-09-15 06:04:43 +00:00
parent e7fdfa2132
commit 1813a9d9e3
+9 -1
View File
@@ -17,9 +17,12 @@ REGISTER_SCREEN_CLASS( ScreenSystemLayer );
void ScreenSystemLayer::Init()
{
SubscribeToMessage( "RefreshCreditText" );
SubscribeToMessage( "CoinInserted" );
SubscribeToMessage( "SystemMessage" );
SubscribeToMessage( "SystemMessageNoAnimate" );
SubscribeToMessage( "HideSystemMessage" );
FOREACH_PlayerNumber( pn )
SubscribeToMessage( enum_add2(Message_SideJoinedP1, pn) );
CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart");
CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard");
@@ -175,7 +178,12 @@ RString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
void ScreenSystemLayer::HandleMessage( const RString &sMessage )
{
if( sMessage == "RefreshCreditText" )
bool bJoinedMessage = false;
FOREACH_PlayerNumber( pn )
if( MessageToString(enum_add2(Message_SideJoinedP1, pn)) == sMessage )
bJoinedMessage = true;
if( sMessage == "RefreshCreditText" || sMessage == "CoinInserted" || bJoinedMessage )
{
// update joined
FOREACH_PlayerNumber( pn )