m_Foreground -> m_SongForeground, for consistency
work on pausing OnCommand for m_SongBackground and m_SongForeground (eg. to change draw order)
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@@ -110,6 +110,7 @@ void ScreenGameplay::Init()
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_GAMEPLAY );
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m_pSoundMusic = NULL;
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m_bPaused = false;
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/* We do this ourself. */
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SOUND->HandleSongTimer( false );
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@@ -260,11 +261,15 @@ void ScreenGameplay::Init()
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m_SongBackground.SetName( "SongBackground" );
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m_SongBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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ON_COMMAND( m_SongBackground );
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this->AddChild( &m_SongBackground );
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m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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this->AddChild( &m_Foreground );
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m_SongForeground.SetName( "SongForeground" );
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m_SongForeground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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ON_COMMAND( m_SongBackground );
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this->AddChild( &m_SongForeground );
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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@@ -1060,7 +1065,7 @@ void ScreenGameplay::LoadNextSong()
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else
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m_BeginnerHelper.SetHidden( false );
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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m_SongForeground.LoadFromSong( GAMESTATE->m_pCurSong );
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m_fTimeSinceLastDancingComment = 0;
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@@ -1127,6 +1132,19 @@ float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusi
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return fFirstSecond - fStartSecond;
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}
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void ScreenGameplay::PauseGame( bool bPause )
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{
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if( m_bPaused == bPause )
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{
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LOG->Trace( "ScreenGameplay::PauseGame(%i) received, but already in that state; ignored", bPause );
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return;
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}
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m_bPaused = bPause;
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m_pSoundMusic->Pause( bPause );
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}
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// play assist ticks
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void ScreenGameplay::PlayTicks()
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{
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@@ -54,6 +54,7 @@ protected:
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void LoadNextSong();
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void LoadCourseSongNumber( int SongNumber );
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void PauseGame( bool bPause );
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void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
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void PlayAnnouncer( CString type, float fSeconds );
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void UpdateLights();
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@@ -73,6 +74,7 @@ protected:
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STATE_OUTRO, // not allowed to press Back
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NUM_DANCING_STATES
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} m_DancingState;
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bool m_bPaused;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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vector<Steps*> m_vpStepsQueue[NUM_PLAYERS]; // size may be >1 if playing a course
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vector<AttackArray> m_asModifiersQueue[NUM_PLAYERS];// size may be >1 if playing a course
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@@ -83,7 +85,7 @@ protected:
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LyricDisplay m_LyricDisplay;
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Background m_SongBackground;
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Foreground m_Foreground;
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Foreground m_SongForeground;
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Transition m_NextSongIn; // shows between songs in a course
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Transition m_NextSongOut; // shows between songs in a course
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