move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism

This commit is contained in:
Chris Danford
2004-05-01 23:19:33 +00:00
parent 1d2d1927a6
commit df5cd5e813
57 changed files with 262 additions and 493 deletions
+8 -6
View File
@@ -191,6 +191,8 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
this->SortByZ();
// this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added
}
@@ -237,7 +239,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( !MenuI.IsValid() )
return;
if( m_Menu.m_In.IsTransitioning() || m_Menu.m_Back.IsTransitioning() ) /* not m_Menu.m_Out */
if( m_In.IsTransitioning() || m_Back.IsTransitioning() ) /* not m_Out */
return;
switch( MenuI.button )
@@ -249,9 +251,9 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
MoveCursor( false );
break;
case MENU_BUTTON_BACK:
if( m_Menu.m_Out.IsTransitioning() )
if( m_Out.IsTransitioning() )
break;
m_Menu.Back( SM_GoToAttractLoop );
Back( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
/* return if the choice is invalid */
@@ -268,8 +270,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
return;
if( !m_Menu.m_Out.IsTransitioning() )
m_Menu.StartTransitioning( SM_GoToNextScreen );
if( !m_Out.IsTransitioning() )
StartTransitioning( SM_GoToNextScreen );
}
// detect codes
@@ -315,7 +317,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
void ScreenTitleMenu::Update( float fDelta )
{
// time out on this screen and go to the attract sequence
if( !m_Menu.IsTransitioning() && TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
if( !IsTransitioning() && TimeToDemonstration.PeekDeltaTime() >= SECONDS_BEFORE_ATTRACT)
{
// don't time out on this screen is coin mode is pay.
// If we're here, then there's a credit in the machine.