SDL_Delay -> usleep

This commit is contained in:
Glenn Maynard
2004-05-21 03:31:26 +00:00
parent 8bac1efe15
commit 1d9e4c4658
3 changed files with 5 additions and 6 deletions
+1 -2
View File
@@ -23,7 +23,6 @@
#include "GameManager.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "SDL_utils.h"
#include "RageSounds.h"
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
@@ -115,7 +114,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
/* We already played the coin sound. Don't play it again. */
if( MenuI.button != MENU_BUTTON_COIN )
SCREENMAN->PlayCoinSound();
SDL_Delay( (int)(JOIN_PAUSE_SECONDS*1000) ); // do a little pause, like the arcade does
usleep( (int)(JOIN_PAUSE_SECONDS*1000000) ); // do a little pause, like the arcade does
LOG->Trace("ScreenAttract::AttractInput: go to ScreenTitleMenu" );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;