use SDL_Delay to sleep

This commit is contained in:
Glenn Maynard
2003-02-14 06:31:09 +00:00
parent e83979439f
commit 6ca905ef9d
4 changed files with 11 additions and 9 deletions
+3 -2
View File
@@ -16,6 +16,7 @@
#include "GameState.h"
#include "SongManager.h"
#include "StepMania.h"
#include "SDL_utils.h"
#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenDemonstration","SecondsToShow")
@@ -212,7 +213,7 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
::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:
@@ -228,7 +229,7 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
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:
+3 -2
View File
@@ -16,6 +16,7 @@
#include "GameState.h"
#include "SongManager.h"
#include "StepMania.h"
#include "SDL_utils.h"
@@ -194,7 +195,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
::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:
@@ -210,7 +211,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
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:
+2 -1
View File
@@ -21,6 +21,7 @@
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "GameConstantsAndTypes.h"
#include "SDL_utils.h"
#include "RageDisplayInternal.h"
@@ -190,7 +191,7 @@ void Sprite::DrawPrimitives()
return;
if( m_pTexture && m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
::Sleep( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
SDL_Delay( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
// use m_temp_* variables to draw the object
RectF quadVerticies;
+3 -4
View File
@@ -29,8 +29,7 @@
#include "arch/ErrorDialog/ErrorDialog.h"
#include "time.h"
#include "SDL.h"
#include "SDL_syswm.h" // for SDL_SysWMinfo
#include "SDL_utils.h"
//
// StepMania global classes
@@ -591,8 +590,8 @@ static void GameLoop()
DISPLAY->Flip();
if(g_bHasFocus)
::Sleep( 0 ); // give some time to other processes and threads
SDL_Delay( 0 ); // give some time to other processes and threads
else
::Sleep( 2 ); // give more time to other processes and threads, but not so much that we skip sound
SDL_Delay( 2 ); // give more time to other processes and threads, but not so much that we skip sound
}
}