much cleaner transition to skip screenunlock if unlocks are off

This commit is contained in:
Andrew Wong
2003-07-29 06:43:19 +00:00
parent 8533a28987
commit d5207e1b30
2 changed files with 4 additions and 10 deletions
+4
View File
@@ -474,6 +474,10 @@ void ScreenManager::SetNewScreen( CString sClassName )
{
m_DelayedScreen = sClassName;
// bypass unlock screen if unlocks aren't being used
if (sClassName == "ScreenUnlock" && !PREFSMAN->m_bUseUnlockSystem)
m_DelayedScreen = THEME->GetMetric("ScreenUnlock","NextScreen");
/* If we're not delaying screen loads, load it now. Otherwise, we'll load
* it on the next iteration. Only delay if we already have a screen
* loaded; otherwise, there's no reason to delay. */
-10
View File
@@ -40,15 +40,6 @@
ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
{
// DIRTY HACK: bypass unlocks screen if unlocks are off
// (theres probably a more efficient way but i've yet to figure what it is)
if (!PREFSMAN->m_bUseUnlockSystem)
{
this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
this->PostScreenMessage( SM_BeginFadingOut, 0 );
return;
}
LOG->Trace("ScreenUnlock::ScreenUnlock()");
PointsUntilNextUnlock.LoadFromFont( THEME->GetPathToF("Common normal") );
PointsUntilNextUnlock.SetHorizAlign( Actor::align_left );
@@ -335,4 +326,3 @@ ScreenUnlock::ScreenUnlock() : ScreenAttract("ScreenUnlock")
this->PostScreenMessage( SM_BeginFadingOut, TIME_TO_DISPLAY );
}