Fix main menu inactivity timeout broken by r3164; random cleanups

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@3261 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
avolkov
2009-10-28 22:58:50 +00:00
parent 66b0fdb593
commit 8d595b300e
+39 -38
View File
@@ -101,9 +101,9 @@ DrawRestartMenu (MENU_STATE *pMS, BYTE NewState, FRAME f)
static BOOLEAN
DoRestart (MENU_STATE *pMS)
{
static DWORD LastInputTime;
static DWORD InactTimeOut;
DWORD TimeIn = GetTimeCounter ();
static TimeCount LastInputTime;
static TimeCount InactTimeOut;
TimeCount TimeIn = GetTimeCounter ();
/* Cancel any presses of the Pause key. */
GamePaused = FALSE;
@@ -132,40 +132,18 @@ DoRestart (MENU_STATE *pMS)
DrawRestartMenu (pMS, pMS->CurState, pMS->CurFrame);
Flash_start (pMS->flashContext);
PlayMusic (pMS->hMusic, TRUE, 1);
LastInputTime = GetTimeCounter ();
pMS->Initialized = TRUE;
{
BYTE clut_buf[] = {FadeAllToColor};
DWORD TimeOut = XFormColorMap (
(COLORMAPPTR)clut_buf, ONE_SECOND / 2);
while ((GetTimeCounter () <= TimeOut) &&
!(GLOBAL (CurrentActivity) & CHECK_ABORT))
{
UpdateInputState ();
TaskSwitch ();
}
SleepThreadUntil (XFormColorMap ((COLORMAPPTR)clut_buf,
ONE_SECOND / 2));
}
}
else if (GLOBAL (CurrentActivity) & CHECK_ABORT)
{
return (FALSE);
}
else if (!(PulsedInputState.menu[KEY_MENU_UP] ||
PulsedInputState.menu[KEY_MENU_DOWN] ||
PulsedInputState.menu[KEY_MENU_LEFT] ||
PulsedInputState.menu[KEY_MENU_RIGHT] ||
PulsedInputState.menu[KEY_MENU_SELECT] || MouseButtonDown))
{
if (GetTimeCounter () - LastInputTime > InactTimeOut)
{
SleepThreadUntil (FadeMusic (0, ONE_SECOND));
StopMusic ();
FadeMusic (NORMAL_VOLUME, 0);
GLOBAL (CurrentActivity) = (ACTIVITY)~0;
return (FALSE);
}
return FALSE;
}
else if (PulsedInputState.menu[KEY_MENU_SELECT])
{
@@ -213,20 +191,25 @@ DoRestart (MENU_STATE *pMS)
return FALSE;
}
else
else if (PulsedInputState.menu[KEY_MENU_UP] ||
PulsedInputState.menu[KEY_MENU_DOWN])
{
BYTE NewState;
NewState = pMS->CurState;
if (PulsedInputState.menu[KEY_MENU_UP])
{
if (NewState-- == START_NEW_GAME)
if (NewState == START_NEW_GAME)
NewState = QUIT_GAME;
else
--NewState;
}
else if (PulsedInputState.menu[KEY_MENU_DOWN])
{
if (NewState++ == QUIT_GAME)
if (NewState == QUIT_GAME)
NewState = START_NEW_GAME;
else
++NewState;
}
if (NewState != pMS->CurState)
{
@@ -235,9 +218,15 @@ DoRestart (MENU_STATE *pMS)
UnbatchGraphics ();
pMS->CurState = NewState;
}
}
if (MouseButtonDown)
LastInputTime = GetTimeCounter ();
}
else if (PulsedInputState.menu[KEY_MENU_LEFT] ||
PulsedInputState.menu[KEY_MENU_RIGHT])
{ // Does nothing, but counts as input for timeout purposes
LastInputTime = GetTimeCounter ();
}
else if (MouseButtonDown)
{
Flash_pause(pMS->flashContext);
DoPopupWindow (GAME_STRING (MAINMENU_STRING_BASE + 54));
@@ -250,18 +239,31 @@ DoRestart (MENU_STATE *pMS)
ScreenTransition (3, NULL);
UnbatchGraphics ();
Flash_continue(pMS->flashContext);
}
LastInputTime = GetTimeCounter ();
}
else
{ // No input received, check if timed out
if (GetTimeCounter () - LastInputTime > InactTimeOut)
{
SleepThreadUntil (FadeMusic (0, ONE_SECOND));
StopMusic ();
FadeMusic (NORMAL_VOLUME, 0);
GLOBAL (CurrentActivity) = (ACTIVITY)~0;
return FALSE;
}
}
SleepThreadUntil (TimeIn + ONE_SECOND / 30);
return (TRUE);
return TRUE;
}
static BOOLEAN
RestartMenu (MENU_STATE *pMS)
{
DWORD TimeOut;
TimeCount TimeOut;
BYTE black_buf[1];
ReinitQueue (&race_q[0]);
@@ -301,7 +303,6 @@ RestartMenu (MENU_STATE *pMS)
FreeGameData ();
TimeOut = ONE_SECOND / 2;
GLOBAL (CurrentActivity) = CHECK_ABORT;
}
}