diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index bb5c1a95c0..7b4f0b9cdf 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -260,8 +260,8 @@ void ScreenGameplay::Init() - m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); - this->AddChild( &m_Background ); + m_SongBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); + this->AddChild( &m_SongBackground ); m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions this->AddChild( &m_Foreground ); @@ -1037,14 +1037,14 @@ void ScreenGameplay::LoadNextSong() } } - m_Background.Unload(); + m_SongBackground.Unload(); if( !PREFSMAN->m_bShowBeginnerHelper || !m_BeginnerHelper.Initialize(2) ) { m_BeginnerHelper.SetHidden( true ); /* BeginnerHelper disabled, or failed to load. */ - m_Background.LoadFromSong( GAMESTATE->m_pCurSong ); + m_SongBackground.LoadFromSong( GAMESTATE->m_pCurSong ); if( !GAMESTATE->m_bDemonstrationOrJukebox ) { @@ -1053,8 +1053,8 @@ void ScreenGameplay::LoadNextSong() * black), or it might be 1, if the stage screen has the song BG and we're * coming from it (like Pump). This used to be done in SM_PlayReady, but * that means it's impossible to snap to the new brightness immediately. */ - m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS ); - m_Background.FadeToActualBrightness(); + m_SongBackground.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS ); + m_SongBackground.FadeToActualBrightness(); } } else @@ -1065,7 +1065,7 @@ void ScreenGameplay::LoadNextSong() m_fTimeSinceLastDancingComment = 0; - /* m_soundMusic and m_Background take a very long time to load, + /* m_soundMusic and m_SongBackground take a very long time to load, * so cap fDelta at 0 so m_NextSongIn will show up on screen. * -Chris */ m_bZeroDeltaOnNextUpdate = true; @@ -1429,7 +1429,7 @@ void ScreenGameplay::Update( float fDeltaTime ) // FOREACH_EnabledPlayer(p) { - DancingCharacters *pCharacter = m_Background.GetDancingCharacters(); + DancingCharacters *pCharacter = m_SongBackground.GetDancingCharacters(); if( pCharacter != NULL ) { TapNoteScore tns = m_Player[p].GetLastTapNoteScore(); @@ -2149,7 +2149,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM ) } // update dancing characters for win / lose - DancingCharacters *Dancers = m_Background.GetDancingCharacters(); + DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters(); if( Dancers ) FOREACH_EnabledPlayer(p) { diff --git a/stepmania/src/ScreenGameplay.h b/stepmania/src/ScreenGameplay.h index c9aad2ab2a..2f1286e992 100644 --- a/stepmania/src/ScreenGameplay.h +++ b/stepmania/src/ScreenGameplay.h @@ -82,7 +82,7 @@ protected: LyricDisplay m_LyricDisplay; - Background m_Background; + Background m_SongBackground; Foreground m_Foreground; Transition m_NextSongIn; // shows between songs in a course