use SDL_Delay to sleep

This commit is contained in:
Glenn Maynard
2003-02-14 06:43:23 +00:00
parent eab305fdcf
commit 632cde7863
+3 -3
View File
@@ -23,7 +23,7 @@
#include "GameManager.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "SDL_Utils.h"
#include "SDL_utils.h"
#include "RageSoundManager.h"
#define SECONDS_TO_SHOW THEME->GetMetricF(m_sMetricName,"SecondsToShow")
@@ -103,7 +103,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
/* Credit already taken care of.. go forth -- Miryokuteki */
//Screen::MenuCoin( MenuI.player ); // increment coins, play sound
SOUNDMAN->StopMusic();
::Sleep( 800 ); // do a little pause, like the arcade does
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_START:
@@ -119,7 +119,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
case PrefsManager::COIN_HOME:
SOUNDMAN->StopMusic();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 800 ); // do a little pause, like the arcade does
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default: