make ScreenGameplay use a background, but blank it

This commit is contained in:
Chris Danford
2006-02-05 05:50:38 +00:00
parent 3a89d0f997
commit 3f6199b84a
4 changed files with 8 additions and 8 deletions
+6
View File
@@ -4634,6 +4634,12 @@ LifeP2OnCommand=hidden,1
ScoreP1OnCommand=hidden,1
ScoreP2OnCommand=hidden,1
StageOnCommand=hidden,1
ScoreFrameOnCommand=hidden,1
LifeFrameOnCommand=hidden,1
DifficultyP1OnCommand=hidden,1
DifficultyP1ReverseOnCommand=hidden,1
DifficultyP2OnCommand=hidden,1
DifficultyP2ReverseOnCommand=hidden,1
[PlayerScoreItem Percent]
Fallback=ScoreDisplayPercentage Percent
-1
View File
@@ -54,7 +54,6 @@ public:
void ClearMessageQueue();
void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
virtual bool UsesBackground() const { return true; } // override and set false if this screen shouldn't load a background
virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
-1
View File
@@ -108,7 +108,6 @@ public:
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void Cancel( ScreenMessage smSendWhenDone );
virtual bool UsesBackground() const { return false; }
virtual ScreenType GetScreenType() const { return gameplay; }
//
+2 -6
View File
@@ -526,9 +526,7 @@ void ScreenManager::PrepareScreen( const RString &sScreenName )
/* Don't delete previously prepared versions of the screen's background,
* and only prepare it if it's different than the current background
* and not already loaded. */
RString sNewBGA;
if( pNewScreen->UsesBackground() )
sNewBGA = THEME->GetPathB(sScreenName,"background");
RString sNewBGA = THEME->GetPathB(sScreenName,"background");
if( !sNewBGA.empty() && sNewBGA != g_pSharedBGA->GetName() )
{
@@ -633,9 +631,7 @@ Screen *ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScre
ASSERT_M( m_sDelayedScreen.empty(), m_sDelayedScreen );
// Find the prepared shared background (if any), and activate it.
RString sNewBGA;
if( ls.m_pScreen->UsesBackground() )
sNewBGA = THEME->GetPathB(sScreenName,"background");
RString sNewBGA = THEME->GetPathB(sScreenName,"background");
if( sNewBGA != g_pSharedBGA->GetName() )
{
Actor *pNewBGA = NULL;