move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism
This commit is contained in:
@@ -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.
|
||||
|
||||
Reference in New Issue
Block a user