From e9789a861dc75f2c60501eaceb3fcf1a7b33b420 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Wed, 19 Jan 2005 21:44:03 +0000 Subject: [PATCH] Once a screen is queued to load, discard further inputs --- stepmania/src/ScreenManager.cpp | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/stepmania/src/ScreenManager.cpp b/stepmania/src/ScreenManager.cpp index 0a9db9a6c6..006c479d46 100644 --- a/stepmania/src/ScreenManager.cpp +++ b/stepmania/src/ScreenManager.cpp @@ -214,8 +214,15 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type // DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col ); // pass input only to topmost state - if( !m_ScreenStack.empty() ) - m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI ); + if( m_ScreenStack.empty() ) + return; + + /* If a screen is queued to load, discard other inputs. Coin inputs + * are handled before they get here, so they won't be discarded. */ + if( m_sDelayedScreen != "" ) + return; + + m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI ); }