simplify demo/jukebox setup

This commit is contained in:
Glenn Maynard
2005-01-03 23:31:34 +00:00
parent 0f010d2321
commit 27d6c1a5ee
+9 -15
View File
@@ -18,29 +18,23 @@
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
bool PrepareForDemonstration() // always return true.
REGISTER_SCREEN_CLASS( ScreenDemonstration );
ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName )
{
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
m_bDemonstration = true;
}
void ScreenDemonstration::Init()
{
GAMESTATE->m_pCurStyle = GAMEMAN->GetDemonstrationStyleForGame(GAMESTATE->m_pCurGame);
GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
/* If needed, turn sound off. We need to do this before the ScreenGameplay ctor,
* since changes to sound volume aren't guaranteed to take effect if done *after*
* the sound starts playing. */
/* If needed, turn sound off. */
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( 0 ); // silent
return true;
}
REGISTER_SCREEN_CLASS( ScreenDemonstration );
ScreenDemonstration::ScreenDemonstration( CString sName ) : ScreenJukebox( sName, PrepareForDemonstration() ) // this is a hack to get some code to execute before the ScreenGameplay constructor
{
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
}
void ScreenDemonstration::Init()
{
ScreenJukebox::Init();
if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.