Two part can be cancelled with menuup/down, todo: make it a metric
This commit is contained in:
+65
-20
@@ -635,7 +635,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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// yeah, wanted this since a while ago... -DaisuMaster
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if( CHANGE_STEPS_WITH_GAME_BUTTONS )
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{
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// avoid anything not being just press (read: release or repeat/hold)
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// Avoid any event not being first press
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if( input.type != IET_FIRST_PRESS )
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return;
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@@ -657,8 +657,8 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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}
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}
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// Most likely a copypasta of the previous addition -DaisuMaster
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// Actually I don't like to just copy and paste code because it may go wrong
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// if something goes overlooked -DaisuMaster
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if( CHANGE_GROUPS_WITH_GAME_BUTTONS )
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{
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if( input.type != IET_FIRST_PRESS)
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@@ -672,14 +672,14 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_soundLocked.Play();
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else
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{
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// for real: copypasta
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RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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MESSAGEMAN->Broadcast("PreviousGroup");
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AfterMusicChange();
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}
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}
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if(input.MenuI == m_GameButtonNextGroup )
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else if(input.MenuI == m_GameButtonNextGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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@@ -688,6 +688,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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RString sNewGroup = m_MusicWheel.JumpToNextGroup();
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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MESSAGEMAN->Broadcast("NextGroup");
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AfterMusicChange();
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}
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}
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@@ -723,8 +724,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_MusicWheel.ChangeMusicUnlessLocked( +1 );
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}
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}
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// added an entry for difficulty change with
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// gamebuttons -DaisuMaster
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// added an entry for difficulty change with gamebuttons -DaisuMaster
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else if( input.MenuI == m_GameButtonPreviousDifficulty )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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@@ -747,28 +747,70 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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ChangeSteps( input.pn, +1);
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}
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}
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// added also for groupchanges
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else if(input.MenuI == m_GameButtonPreviousGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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MESSAGEMAN->Broadcast("PreviousGroup");
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AfterMusicChange();
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}
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}
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else if(input.MenuI == m_GameButtonNextGroup )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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{
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RString sNewGroup = m_MusicWheel.JumpToNextGroup();
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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MESSAGEMAN->Broadcast("NextGroup");
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AfterMusicChange();
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}
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}
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}
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}
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else
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{
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if( m_SelectionState == SelectionState_SelectingSteps &&
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input.type == IET_FIRST_PRESS &&
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(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong) &&
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!m_bStepsChosen[input.pn] )
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if( m_SelectionState == SelectionState_SelectingSteps && input.type == IET_FIRST_PRESS && !m_bStepsChosen[input.pn] )
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{
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if( input.MenuI == m_GameButtonPreviousSong )
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if( input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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ChangeSteps( input.pn, -1 );
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if( input.MenuI == m_GameButtonPreviousSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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ChangeSteps( input.pn, -1 );
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}
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else if( input.MenuI == m_GameButtonNextSong )
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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ChangeSteps( input.pn, +1 );
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}
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}
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else if( input.MenuI == m_GameButtonNextSong )
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else if( input.MenuI == GAME_BUTTON_MENUUP || input.MenuI == GAME_BUTTON_MENUDOWN ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
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{
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if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
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m_soundLocked.Play();
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else
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ChangeSteps( input.pn, +1 );
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{
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Message msg("SongUnchosen");
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msg.SetParam( "Player", input.pn );
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MESSAGEMAN->Broadcast( msg );
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//unset all steps
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FOREACH_ENUM( PlayerNumber , p )
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m_bStepsChosen[p] = false;
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m_SelectionState = SelectionState_SelectingSong;
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}
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}
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}
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}
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@@ -828,6 +870,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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RString sNewGroup = m_MusicWheel.JumpToNextGroup();
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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MESSAGEMAN->Broadcast("PreviousGroup");
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AfterMusicChange();
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}
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}
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@@ -840,6 +883,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
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RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
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m_MusicWheel.SelectSection(sNewGroup);
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m_MusicWheel.SetOpenSection(sNewGroup);
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MESSAGEMAN->Broadcast("NextGroup");
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AfterMusicChange();
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}
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}
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@@ -1407,7 +1451,8 @@ void ScreenSelectMusic::MenuBack( const InputEventPlus &input )
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{
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// Handle unselect song (ffff)
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// todo: this isn't right at all. -aj
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if( m_SelectionState == SelectionState_SelectingSteps && !m_bStepsChosen[input.pn] && input.MenuI == GAME_BUTTON_BACK && input.type == IET_FIRST_PRESS )
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// temporal: deactivating this for the time being -DaisuMaster
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/*if( m_SelectionState == SelectionState_SelectingSteps && !m_bStepsChosen[input.pn] && input.MenuI == GAME_BUTTON_BACK && input.type == IET_FIRST_PRESS )
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{
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// if a player has chosen their steps already, don't unchoose song.
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FOREACH_HumanPlayer( p )
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@@ -1419,7 +1464,7 @@ void ScreenSelectMusic::MenuBack( const InputEventPlus &input )
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MESSAGEMAN->Broadcast( msg );
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m_SelectionState = SelectionState_SelectingSong;
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return;
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}
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}*/
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m_BackgroundLoader.Abort();
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