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
+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();