Fix ScreenJukebox, ScreenMusicScroll

This commit is contained in:
Chris Danford
2003-03-14 22:34:28 +00:00
parent cc370ed036
commit d4417b0260
12 changed files with 39 additions and 81 deletions
+2 -51
View File
@@ -156,66 +156,17 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
//LOG->Trace( "ScreenJukebox::Input()" );
//
// This should be the same as ScreenAttract::Input()
//
if(type != IET_FIRST_PRESS) return; // don't care
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}
if( MenuI.IsValid() )
{
switch( MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
if( !m_In.IsTransitioning() && !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );
break;
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
SDL_Delay( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 );
break;
}
}
}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )