Operator & InsertCoin keys are now configurable like any other menu key, and are still global (effective on any screen). many other misc bug fies and changes. see TODO.miryokuteki

This commit is contained in:
Kevin Slaughter
2003-02-12 11:43:08 +00:00
parent 0c0caec1bc
commit de2602ccba
14 changed files with 257 additions and 150 deletions
+12 -3
View File
@@ -52,6 +52,7 @@ const ScreenMessage SM_ScrollJointPremium = ScreenMessage(SM_User+14);
ScreenTitleMenu::ScreenTitleMenu()
{
LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
if( PREFSMAN->m_bJointPremium )
{
m_sprJointPremiumMsg.Load( THEME->GetPathTo("Graphics","joint premium scroll message") );
@@ -117,9 +118,9 @@ ScreenTitleMenu::ScreenTitleMenu()
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","title menu music") );
this->SendScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
this->SendScreenMessage( SM_ScrollJointPremium, 1);
this->MoveToTail( &(ScreenAttract::m_Fade) ); // put it in the back so it covers up the stuff we just added
this->SendScreenMessage( SM_ScrollJointPremium, 1);
}
ScreenTitleMenu::~ScreenTitleMenu()
@@ -137,9 +138,17 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
/* Coin mode changed.. since this effects how this screen appears, the screen
is reloaded */
/* Coin mode changed.. since this effects how this screen appears, JUST the
screen is just reloaded, not a reset as was before -- Miryokuteki */
(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->SystemMessage( sMessage );
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SetNewScreen("ScreenTitleMenu");
return;