From 7d13a9963b896175406376cee513d3cf7f2fba77 Mon Sep 17 00:00:00 2001 From: Dan Guzek Date: Sun, 1 Jun 2014 21:28:17 -0400 Subject: [PATCH] allow button messages in SSM's SelectMenu This allows themers to make use of SelectMenuInputMessageCommand even if they have SelectMenuChangesDifficulty set to true in their Metrics. Neither _fallback nor Default use SelectMenuInputMessageCommand and, for that matter, no theme I'm aware of does (perhaps because it's essentially inaccessible as it is). I use this to detect if a player presses START while holding SELECT on SSM. This is possible with the existing code system, but that CodeMessage does not fire until the player lets go of both buttons. This allows the themer to check for that button combination more imm ediately. --- src/ScreenSelectMusic.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/ScreenSelectMusic.cpp b/src/ScreenSelectMusic.cpp index 89045a53b2..c8c7644f44 100644 --- a/src/ScreenSelectMusic.cpp +++ b/src/ScreenSelectMusic.cpp @@ -572,7 +572,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input ) default: break; } } - else if( input.type == IET_FIRST_PRESS && input.MenuI != GAME_BUTTON_SELECT ) + if( input.type == IET_FIRST_PRESS && input.MenuI != GAME_BUTTON_SELECT ) { Message msg("SelectMenuInput"); msg.SetParam( "Player", input.pn );