Fix difficulty display being shown when not on a song

Optimization.
This commit is contained in:
Glenn Maynard
2003-06-30 06:51:05 +00:00
parent 15288ce88e
commit d885d6487e
+6 -3
View File
@@ -48,6 +48,7 @@ const int NUM_SCORE_DIGITS = 9;
#define CDTITLE_SPIN_SECONDS THEME->GetMetricF("ScreenSelectMusic","CDTitleSpinSeconds")
static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
CString g_sFallbackCDTitlePath;
/* We make a backface for the CDTitle by rotating it on Y and mirroring it
* on Y by flipping texture coordinates. */
@@ -66,6 +67,8 @@ ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
{
LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
/* Cache: */
g_sFallbackCDTitlePath = THEME->GetPathToG("ScreenSelectMusic fallback cdtitle");
if( GAMESTATE->m_CurStyle == STYLE_INVALID )
RageException::Throw( "The Style has not been set. A theme must set the Style before loading ScreenSelectMusic." );
@@ -800,8 +803,6 @@ void ScreenSelectMusic::AfterMusicChange()
if( pSong )
GAMESTATE->m_pCurSong = pSong;
m_sprStage.Load( THEME->GetPathToG("ScreenSelectMusic stage "+GAMESTATE->GetStageText()) );
m_GrooveGraph.SetFromSong( pSong );
int pn;
@@ -823,6 +824,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_BPMDisplay.NoBPM();
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
m_DifficultyDisplay.UnsetDifficulties();
switch( m_MusicWheel.GetSelectedType() )
{
@@ -866,7 +868,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_BPMDisplay.SetBPM( pSong );
}
const CString CDTitlePath = pSong->HasCDTitle()? pSong->GetCDTitlePath():THEME->GetPathToG("ScreenSelectMusic fallback cdtitle");
const CString CDTitlePath = pSong->HasCDTitle()? pSong->GetCDTitlePath():g_sFallbackCDTitlePath;
m_sprCDTitleFront.Load( CDTitlePath );
m_sprCDTitleBack.Load( CDTitlePath );
FlipSpriteHorizontally(m_sprCDTitleBack);
@@ -911,6 +913,7 @@ void ScreenSelectMusic::AfterMusicChange()
m_BPMDisplay.NoBPM();
m_sprCDTitleFront.UnloadTexture();
m_sprCDTitleBack.UnloadTexture();
m_DifficultyDisplay.UnsetDifficulties();
SOUNDMAN->StopMusic();
m_fPlaySampleCountdown = SAMPLE_MUSIC_DELAY;