re-sync messages, so the jukebox continues at end of song

fix assert failure
This commit is contained in:
Glenn Maynard
2003-03-17 04:56:47 +00:00
parent f04507a017
commit bbb416d615
2 changed files with 6 additions and 4 deletions
+1 -1
View File
@@ -23,7 +23,7 @@
#define NEXT_SCREEN THEME->GetMetric("ScreenDemonstration","NextScreen")
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101); // MUST be same as in ScreenGameplay
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
bool PrepareForDemonstration() // always return true.
+5 -3
View File
@@ -20,7 +20,7 @@
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101); // MUST be same as in ScreenGameplay
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
bool PrepareForJukebox() // always return true.
@@ -155,6 +155,8 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
{
//LOG->Trace( "ScreenJukebox::Input()" );
if( type != IET_FIRST_PRESS )
return; /* ignore */
if( MenuI.IsValid() )
{
@@ -196,8 +198,8 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_NotesEnded:
if( m_Out.IsTransitioning() )
return; // ignore - we're already fading
if( m_Out.IsTransitioning() || m_Out.IsFinished() )
return; // ignore - we're already fading or faded
m_Out.StartTransitioning( SM_GoToNextScreen );
return;
case SM_GoToNextScreen: