fix conflicting ScreenMessage IDs by automatically generating unique values

This commit is contained in:
Chris Danford
2005-03-23 08:48:38 +00:00
parent 659def4479
commit 880e42e1d3
46 changed files with 881 additions and 904 deletions
+11 -11
View File
@@ -54,24 +54,24 @@ void ScreenDemonstration::Init()
void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
if( SM == SM_NotesEnded ||
SM == SM_BeginFadingOut )
{
case SM_NotesEnded:
case SM_BeginFadingOut:
if(!m_Out.IsTransitioning())
m_Out.StartTransitioning( SM_GoToNextScreen );
return;
case SM_GainFocus:
}
else if( SM == SM_GainFocus )
{
if( !GAMESTATE->IsTimeToPlayAttractSounds() )
SOUNDMAN->SetPrefs( 0 ); // silent
break;
case SM_LoseFocus:
}
else if( SM == SM_LoseFocus )
{
SOUNDMAN->SetPrefs( PREFSMAN->m_fSoundVolume ); // turn volume back on
break;
case SM_GoToNextScreen:
}
else if( SM == SM_GoToNextScreen )
{
if( m_pSoundMusic )
m_pSoundMusic->Stop();
GAMESTATE->Reset();