rename back -> cancel because "back" conflicts with "background"
This commit is contained in:
@@ -623,9 +623,9 @@ void ScreenGameplay::Init()
|
||||
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
|
||||
this->AddChild( &m_In );
|
||||
|
||||
m_Back.Load( THEME->GetPathB("Common","back") );
|
||||
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
|
||||
this->AddChild( &m_Back );
|
||||
m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
|
||||
m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
|
||||
this->AddChild( &m_Cancel );
|
||||
|
||||
|
||||
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
|
||||
@@ -1694,13 +1694,13 @@ void ScreenGameplay::BackOutFromGameplay()
|
||||
{
|
||||
m_DancingState = STATE_OUTRO;
|
||||
AbortGiveUp( false );
|
||||
SCREENMAN->PlayBackSound();
|
||||
SCREENMAN->PlayCancelSound();
|
||||
|
||||
m_pSoundMusic->StopPlaying();
|
||||
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
||||
|
||||
this->ClearMessageQueue();
|
||||
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
|
||||
m_Cancel.StartTransitioning( SM_SaveChangedBeforeGoingBack );
|
||||
}
|
||||
|
||||
void ScreenGameplay::AbortGiveUp( bool bShowText )
|
||||
@@ -1737,7 +1737,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
|
||||
if( MenuI.IsValid() &&
|
||||
m_DancingState != STATE_OUTRO &&
|
||||
GAMESTATE->IsHumanPlayer(MenuI.player) &&
|
||||
!m_Back.IsTransitioning() )
|
||||
!m_Cancel.IsTransitioning() )
|
||||
{
|
||||
/* Allow bailing out by holding the START button of all active players. This
|
||||
* gives a way to "give up" when a back button isn't available. Doing this is
|
||||
|
||||
Reference in New Issue
Block a user