move background back into ScreenStage because it loads from a special theme element name

This commit is contained in:
Chris Danford
2004-12-11 10:23:55 +00:00
parent a37c18fbb0
commit bdc8ded3cc
2 changed files with 15 additions and 8 deletions
+10 -6
View File
@@ -31,6 +31,10 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE );
m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) );
m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
this->AddChild( &m_Background );
m_Overlay.SetName( "Overlay" );
m_Overlay.LoadFromAniDir( THEME->GetPathToB(m_sName + " overlay"));
ON_COMMAND( m_Overlay );
@@ -49,6 +53,9 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Back );
/* Prep the new screen once m_In is complete. */
this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
FOREACH_PlayerNumber(p)
{
Character* pChar = GAMESTATE->m_pCurCharacters[p];
@@ -81,11 +88,13 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
SET_XY_AND_ON_COMMAND( m_SongTitle );
if ( SHOW_BANNER )
{
if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->HasBanner() )
{
m_Banner.LoadFromSong( GAMESTATE->m_pCurSong );
this->AddChild( &m_Banner );
}
}
m_Banner.SetName("Banner");
SET_XY( m_Banner );
ON_COMMAND(m_Banner);
@@ -115,7 +124,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
OFF_COMMAND( m_SongTitle );
OFF_COMMAND( m_Artist );
OFF_COMMAND( m_Banner );
SCREENMAN->PlaySharedBackgroundOffCommand();
OFF_COMMAND( m_Background );
this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
break;
@@ -131,11 +140,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
void ScreenStage::Update( float fDeltaTime )
{
// The shared BGA isn't loaded until after the screen is showing. It is ready
// to access by the time of the first update.
if( IsFirstUpdate() )
this->PostScreenMessage( SM_PrepScreen, SCREENMAN->m_pSharedBGA->GetLengthSeconds() );
if( m_bZeroDeltaOnNextUpdate )
{
m_bZeroDeltaOnNextUpdate = false;
+5 -2
View File
@@ -19,9 +19,12 @@ public:
virtual void Update( float fDeltaTime );
virtual void MenuBack( PlayerNumber pn );
virtual bool UsesBackground() const { return false; }
private:
Transition m_In, m_Out, m_Back;
BGAnimation m_Overlay; // overlays all elements except bitmaptexts
Transition m_In, m_Out, m_Back;
BGAnimation m_Background;
BGAnimation m_Overlay; // overlays all elements except bitmaptexts
Banner m_Banner;
BitmapText m_SongTitle;
BitmapText m_Artist;