s/m_Background/m_SongBackground/, to avoid confusion between the

song background and the screen background (perhaps something like
m_SongVideo would be better; it's not necessarily all the way in the
background)
This commit is contained in:
Glenn Maynard
2005-03-11 02:12:21 +00:00
parent 2465eddf0f
commit b0b85a43c3
2 changed files with 10 additions and 10 deletions
+9 -9
View File
@@ -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)
{