rename back -> cancel because "back" conflicts with "background"
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@@ -239,9 +239,9 @@ void ScreenGameplayMultiplayer::Init()
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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m_Back.Load( THEME->GetPathB("Common","back") );
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
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this->AddChild( &m_Back );
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m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
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m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
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this->AddChild( &m_Cancel );
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@@ -509,8 +509,7 @@ void ScreenGameplayMultiplayer::Input( const DeviceInput& DeviceI, const InputEv
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if( type == IET_LEVEL_CHANGED )
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return;
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if( MenuI.IsValid() &&
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!m_Back.IsTransitioning() )
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if( MenuI.IsValid() && !m_Cancel.IsTransitioning() )
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{
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if( MenuI.button == MENU_BUTTON_BACK &&
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((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
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@@ -520,7 +519,7 @@ void ScreenGameplayMultiplayer::Input( const DeviceInput& DeviceI, const InputEv
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/* I had battle mode back out on me mysteriously once. -glenn */
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LOG->Trace("Player %i went back", MenuI.player+1);
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SCREENMAN->PlayBackSound();
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SCREENMAN->PlayCancelSound();
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/* Hmm. There are a bunch of subtly different ways we can
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* tween out:
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* 1. Keep rendering the song, and keep it moving. This might
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@@ -536,7 +535,7 @@ void ScreenGameplayMultiplayer::Input( const DeviceInput& DeviceI, const InputEv
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m_pSoundMusic->StopPlaying();
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this->ClearMessageQueue();
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m_Back.StartTransitioning( SM_GoToScreenAfterBack );
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m_Cancel.StartTransitioning( SM_GoToScreenAfterBack );
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return;
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}
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}
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