metric to specify what brightness to fade the background from
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@@ -60,6 +60,9 @@
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#define EVAL_ON_FAIL THEME->GetMetricB("ScreenGameplay","ShowEvaluationOnFail")
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#define SHOW_SCORE_IN_RAVE THEME->GetMetricB("ScreenGameplay","ShowScoreInRave")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF("ScreenGameplay","SongPositionMeterWidth")
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/* XXX: This is ugly; most people don't need to override this per-mode. This will
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* go away eventually, once metrics can redirect to Lua calls. */
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#define INITIAL_BACKGROUND_BRIGHTNESS( play_mode ) THEME->GetMetricF("ScreenGameplay","InitialBackgroundBrightness"+Capitalize(PlayModeToString(play_mode)))
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static CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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@@ -1015,6 +1018,7 @@ void ScreenGameplay::LoadNextSong()
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{
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/* BeginnerHelper disabled/failed to load. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
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}
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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@@ -1902,7 +1906,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_PlayReady:
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m_Background.FadeIn();
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m_Background.FadeToActualBrightness();
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay ready") );
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m_Ready.StartTransitioning( SM_PlayGo );
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break;
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