don't hard code a sleep - let a BGAnimation control the transition
This commit is contained in:
@@ -23,7 +23,6 @@
|
||||
#define SHOW_COURSE_MODIFIERS THEME->GetMetricB("ScreenJukebox","ShowCourseModifiers")
|
||||
static ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE("ScreenDemonstration","DifficultiesToShow");
|
||||
|
||||
|
||||
REGISTER_SCREEN_CLASS( ScreenJukebox );
|
||||
bool ScreenJukebox::SetSong( bool bDemonstration )
|
||||
{
|
||||
@@ -126,11 +125,8 @@ void ScreenJukebox::Init()
|
||||
{
|
||||
/* Note that you also need to make sure you benchmark with the
|
||||
* same notes. I use a copy of MaxU with only heavy notes included. */
|
||||
FOREACH_PlayerNumber( p )
|
||||
FOREACH_EnabledPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) )
|
||||
continue;
|
||||
|
||||
/* Lots and lots of arrows. This might even bias to arrows a little
|
||||
* too much. */
|
||||
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = PlayerOptions();
|
||||
@@ -142,11 +138,8 @@ void ScreenJukebox::Init()
|
||||
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
|
||||
}
|
||||
|
||||
FOREACH_PlayerNumber( p )
|
||||
FOREACH_EnabledPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) )
|
||||
continue;
|
||||
|
||||
/* Reset the combo, in case ComboContinuesBetweenSongs is enabled. */
|
||||
Profile* pProfile = PROFILEMAN->GetProfile(p);
|
||||
if( pProfile )
|
||||
@@ -176,13 +169,6 @@ void ScreenJukebox::Init()
|
||||
return;
|
||||
}
|
||||
|
||||
m_In.Load( THEME->GetPathB("ScreenDemonstration","in") );
|
||||
this->AddChild( &m_In );
|
||||
m_In.StartTransitioning();
|
||||
|
||||
m_Out.Load( THEME->GetPathB("ScreenDemonstration","out") );
|
||||
this->AddChild( &m_Out );
|
||||
|
||||
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
|
||||
|
||||
GAMESTATE->m_bPastHereWeGo = true;
|
||||
@@ -208,7 +194,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
|
||||
}
|
||||
}
|
||||
|
||||
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_Out.IsTransitioning(), m_sName );
|
||||
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, this );
|
||||
}
|
||||
|
||||
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
|
||||
@@ -227,6 +213,10 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
|
||||
SCREENMAN->SetNewScreen( "ScreenJukebox" );
|
||||
return;
|
||||
}
|
||||
else if( SM == SM_GoToStartScreen )
|
||||
{
|
||||
ScreenAttract::GoToStartScreen( m_sName );
|
||||
}
|
||||
|
||||
ScreenGameplay::HandleScreenMessage( SM );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user