rename back -> cancel because "back" conflicts with "background"

This commit is contained in:
Chris Danford
2005-03-20 06:14:41 +00:00
parent 1ab61d7dde
commit 48e6cb1a69
27 changed files with 55 additions and 56 deletions
+6 -6
View File
@@ -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