From 3e456e60fdb3dccf3857563bd658c9058d8a12f6 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 15 Jan 2006 19:48:11 +0000 Subject: [PATCH] load in Init() --- stepmania/src/ScreenGameplay.cpp | 24 ++++++++-------- stepmania/src/ScreenSelectMusic.cpp | 43 +++++++++++++++-------------- stepmania/src/ScreenSplash.cpp | 9 +++--- stepmania/src/ScreenSystemLayer.cpp | 28 +++++++++---------- 4 files changed, 53 insertions(+), 51 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 8fd748316c..003df3f429 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -337,22 +337,22 @@ GetNextVisiblePlayerInfo( vector::iterator iter, vector 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" ); diff --git a/stepmania/src/ScreenSelectMusic.cpp b/stepmania/src/ScreenSelectMusic.cpp index 95a2d48e74..92213f185c 100644 --- a/stepmania/src/ScreenSelectMusic.cpp +++ b/stepmania/src/ScreenSelectMusic.cpp @@ -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(); diff --git a/stepmania/src/ScreenSplash.cpp b/stepmania/src/ScreenSplash.cpp index da87be80f8..10b56b109c 100644 --- a/stepmania/src/ScreenSplash.cpp +++ b/stepmania/src/ScreenSplash.cpp @@ -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. */ diff --git a/stepmania/src/ScreenSystemLayer.cpp b/stepmania/src/ScreenSystemLayer.cpp index 36e348d1df..c832b104f7 100644 --- a/stepmania/src/ScreenSystemLayer.cpp +++ b/stepmania/src/ScreenSystemLayer.cpp @@ -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);