SDL_Delay -> usleep
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user