use SDL_Delay to sleep
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@@ -23,7 +23,7 @@
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#include "GameManager.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "SDL_Utils.h"
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#include "SDL_utils.h"
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#include "RageSoundManager.h"
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#define SECONDS_TO_SHOW THEME->GetMetricF(m_sMetricName,"SecondsToShow")
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@@ -103,7 +103,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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/* Credit already taken care of.. go forth -- Miryokuteki */
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//Screen::MenuCoin( MenuI.player ); // increment coins, play sound
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SOUNDMAN->StopMusic();
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::Sleep( 800 ); // do a little pause, like the arcade does
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case MENU_BUTTON_START:
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@@ -119,7 +119,7 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
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case PrefsManager::COIN_HOME:
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SOUNDMAN->StopMusic();
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
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::Sleep( 800 ); // do a little pause, like the arcade does
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SDL_Delay( 800 ); // do a little pause, like the arcade does
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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default:
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