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: