move CoinMode toggle entirely into debug menu

add mute to debug menu
This commit is contained in:
Chris Danford
2005-05-16 22:23:20 +00:00
parent c1ab0fcdb3
commit 5c16cabf0d
8 changed files with 74 additions and 66 deletions
+12 -8
View File
@@ -52,6 +52,8 @@ ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
// TRICKY: Do this after GameState::Reset.
LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING );
this->SubscribeToMessage( "CoinModeChanged" );
}
void ScreenTitleMenu::Init()
@@ -114,14 +116,6 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( type == IET_FIRST_PRESS )
{
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
{
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
return;
}
if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
@@ -174,6 +168,16 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenTitleMenu::HandleMessage( const CString& sMessage )
{
if( sMessage == "CoinModeChanged" )
{
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
}
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.