load in Init()

This commit is contained in:
Glenn Maynard
2006-01-15 19:48:11 +00:00
parent bec6978d60
commit 3e456e60fd
4 changed files with 53 additions and 51 deletions
+12 -12
View File
@@ -337,22 +337,22 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
{
m_pPlayerScoreList = NULL;
PLAYER_TYPE.Load( sName, "PlayerType" );
GIVE_UP_TEXT.Load( sName, "GiveUpText" );
GIVE_UP_ABORTED_TEXT.Load( sName, "GiveUpAbortedText" );
MUSIC_FADE_OUT_SECONDS.Load( sName, "MusicFadeOutSeconds" );
START_GIVES_UP.Load( sName, "StartGivesUp" );
BACK_GIVES_UP.Load( sName, "BackGivesUp" );
GIVING_UP_GOES_TO_PREV_SCREEN.Load( sName, "GivingUpGoesToPrevScreen" );
GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
}
void ScreenGameplay::Init()
{
PLAYER_TYPE.Load( m_sName, "PlayerType" );
GIVE_UP_TEXT.Load( m_sName, "GiveUpText" );
GIVE_UP_ABORTED_TEXT.Load( m_sName, "GiveUpAbortedText" );
MUSIC_FADE_OUT_SECONDS.Load( m_sName, "MusicFadeOutSeconds" );
START_GIVES_UP.Load( m_sName, "StartGivesUp" );
BACK_GIVES_UP.Load( m_sName, "BackGivesUp" );
GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
GIVING_UP_GOES_TO_NEXT_SCREEN.Load( m_sName, "GivingUpGoesToNextScreen" );
FAIL_AFTER_30_MISSES.Load( m_sName, "FailAfter30Misses" );
USE_FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "UseForcedModifiersInBeginner" );
FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "ForcedModifiersInBeginner" );
this->FillPlayerInfo( m_vPlayerInfo );
ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );
+22 -21
View File
@@ -51,24 +51,8 @@ static bool g_bSampleMusicWaiting = false;
static RageTimer g_StartedLoadingAt(RageZeroTimer);
REGISTER_SCREEN_CLASS( ScreenSelectMusic );
ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName ),
BANNER_WIDTH( m_sName, "BannerWidth" ),
BANNER_HEIGHT( m_sName, "BannerHeight" ),
SAMPLE_MUSIC_DELAY( m_sName, "SampleMusicDelay" ),
SHOW_RADAR( m_sName, "ShowRadar" ),
SHOW_PANES( m_sName, "ShowPanes" ),
SHOW_DIFFICULTY_LIST( m_sName, "ShowDifficultyList" ),
SHOW_COURSE_CONTENTS( m_sName, "ShowCourseContents" ),
DO_ROULETTE_ON_MENU_TIMER( m_sName, "DoRouletteOnMenuTimer" ),
ALIGN_MUSIC_BEATS( m_sName, "AlignMusicBeat" ),
CODES( m_sName, "Codes" ),
MUSIC_WHEEL_TYPE( m_sName, "MusicWheelType" ),
OPTIONS_MENU_AVAILABLE( m_sName, "OptionsMenuAvailable" ),
SELECT_MENU_AVAILABLE( m_sName, "SelectMenuAvailable" ),
MODE_MENU_AVAILABLE( m_sName, "ModeMenuAvailable" )
ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
if( PREFSMAN->m_bScreenTestMode )
{
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
@@ -76,15 +60,32 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
}
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
GAMESTATE->FinishStage();
}
void ScreenSelectMusic::Init()
{
BANNER_WIDTH.Load( m_sName, "BannerWidth" );
BANNER_HEIGHT.Load( m_sName, "BannerHeight" );
SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" );
SHOW_RADAR.Load( m_sName, "ShowRadar" );
SHOW_PANES.Load( m_sName, "ShowPanes" );
SHOW_DIFFICULTY_LIST.Load( m_sName, "ShowDifficultyList" );
SHOW_COURSE_CONTENTS.Load( m_sName, "ShowCourseContents" );
DO_ROULETTE_ON_MENU_TIMER.Load( m_sName, "DoRouletteOnMenuTimer" );
ALIGN_MUSIC_BEATS.Load( m_sName, "AlignMusicBeat" );
CODES.Load( m_sName, "Codes" );
MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
OPTIONS_MENU_AVAILABLE.Load( m_sName, "OptionsMenuAvailable" );
SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
GAMESTATE->FinishStage();
m_bSelectIsDown = false; // used by UpdateSelectButton
ScreenWithMenuElements::Init();
+5 -4
View File
@@ -8,15 +8,16 @@ AutoScreenMessage( SM_PrepScreen )
REGISTER_SCREEN_CLASS( ScreenSplash );
ScreenSplash::ScreenSplash( CString sClassName ) : ScreenWithMenuElements( sClassName ),
ALLOW_START_TO_SKIP (m_sName,"AllowStartToSkip"),
MINIMUM_LOAD_DELAY_SECONDS (m_sName,"MinimumLoadDelaySeconds"),
PREPARE_SCREEN (m_sName,"PrepareScreen")
ScreenSplash::ScreenSplash( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
}
void ScreenSplash::Init()
{
ALLOW_START_TO_SKIP.Load( m_sName, "AllowStartToSkip" );
MINIMUM_LOAD_DELAY_SECONDS.Load( m_sName, "MinimumLoadDelaySeconds" );
PREPARE_SCREEN.Load( m_sName, "PrepareScreen" );
ScreenWithMenuElements::Init();
/* Prep the new screen once m_sprOverlay is complete. */
+14 -14
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@@ -21,20 +21,6 @@ ScreenSystemLayer::ScreenSystemLayer( const CString &sName ) : Screen(sName)
SubscribeToMessage( "SystemMessage" );
SubscribeToMessage( "SystemMessageNoAnimate" );
SubscribeToMessage( "HideSystemMessage" );
CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart");
CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard");
CREDITS_CARD_TOO_LATE .Load(m_sName,"CreditsCardTooLate");
CREDITS_CARD_NO_NAME .Load(m_sName,"CreditsCardNoName");
CREDITS_CARD_READY .Load(m_sName,"CreditsCardReady");
CREDITS_CARD_CHECKING .Load(m_sName,"CreditsCardChecking");
CREDITS_CARD_REMOVED .Load(m_sName,"CreditsCardRemoved");
CREDITS_FREE_PLAY .Load(m_sName,"CreditsFreePlay");
CREDITS_CREDITS .Load(m_sName,"CreditsCredits");
CREDITS_NOT_PRESENT .Load(m_sName,"CreditsNotPresent");
CREDITS_LOAD_FAILED .Load(m_sName,"CreditsLoadFailed");
CREDITS_LOADED_FROM_LAST_GOOD_APPEND.Load(m_sName,"CreditsLoadedFromLastGoodAppend");
CREDITS_JOIN_ONLY .Load( m_sName, "CreditsJoinOnly" );
}
ScreenSystemLayer::~ScreenSystemLayer()
@@ -43,6 +29,20 @@ ScreenSystemLayer::~ScreenSystemLayer()
void ScreenSystemLayer::Init()
{
CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart");
CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard");
CREDITS_CARD_TOO_LATE .Load(m_sName,"CreditsCardTooLate");
CREDITS_CARD_NO_NAME .Load(m_sName,"CreditsCardNoName");
CREDITS_CARD_READY .Load(m_sName,"CreditsCardReady");
CREDITS_CARD_CHECKING .Load(m_sName,"CreditsCardChecking");
CREDITS_CARD_REMOVED .Load(m_sName,"CreditsCardRemoved");
CREDITS_FREE_PLAY .Load(m_sName,"CreditsFreePlay");
CREDITS_CREDITS .Load(m_sName,"CreditsCredits");
CREDITS_NOT_PRESENT .Load(m_sName,"CreditsNotPresent");
CREDITS_LOAD_FAILED .Load(m_sName,"CreditsLoadFailed");
CREDITS_LOADED_FROM_LAST_GOOD_APPEND.Load(m_sName,"CreditsLoadedFromLastGoodAppend");
CREDITS_JOIN_ONLY .Load( m_sName, "CreditsJoinOnly" );
Screen::Init();
this->AddChild(&m_textMessage);