make calls to THEME->GetPathTo() more concise

This commit is contained in:
Chris Danford
2003-04-12 17:39:27 +00:00
parent 625b1beb04
commit 448bdc7b6e
96 changed files with 508 additions and 513 deletions
+6 -6
View File
@@ -37,21 +37,21 @@ ScreenAttract::ScreenAttract( CString sClassName ) : Screen( sClassName )
// We have to do initialization in the first update because this->GetElementName() won't
// work until the object has been fully constructed.
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",m_sName+" background") );
m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName+" background") );
this->AddChild( &m_Background );
m_In.Load( THEME->GetPathTo("BGAnimations","ScreenAttract in") );
m_In.Load( THEME->GetPathToB("ScreenAttract in") );
m_In.StartTransitioning();
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathTo("BGAnimations","ScreenAttract out") );
m_Out.Load( THEME->GetPathToB("ScreenAttract out") );
this->AddChild( &m_Out );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
m_soundStart.Load( THEME->GetPathTo("Sounds","Common start") );
m_soundStart.Load( THEME->GetPathToS("Common start") );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",m_sName + " music") ); // DO loop. -Chris
SOUNDMAN->PlayMusic( THEME->GetPathToS(m_sName + " music") ); // DO loop. -Chris
GAMESTATE->m_bPlayersCanJoin = true;
@@ -99,7 +99,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
SOUNDMAN->StopMusic();
/* We already played the it was a coin was inserted. Don't play it again. */
if( MenuI.button != MENU_BUTTON_COIN )
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","Common coin") );
SOUNDMAN->PlayOnce( THEME->GetPathToS("Common coin") );
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;