ScreenEdit: Fix crash on pressing certain buttons in record.
This commit is contained in:
+7
-1
@@ -368,7 +368,9 @@ void ScreenEdit::InitEditMappings()
|
|||||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
|
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
|
||||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
|
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
|
||||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
|
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
|
||||||
m_RecordMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
|
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER)
|
||||||
|
m_RecordMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = GAME_BUTTON_BACK;
|
||||||
|
m_RecordMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = GAME_BUTTON_START;
|
||||||
|
|
||||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_PLAY_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp);
|
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_PLAY_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp);
|
||||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
|
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
|
||||||
@@ -2749,6 +2751,10 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
|
|||||||
|
|
||||||
const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
|
const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
|
||||||
|
|
||||||
|
//Is this actually a column? If not, ignore the input.
|
||||||
|
if( iCol == -1 )
|
||||||
|
return;
|
||||||
|
|
||||||
switch( input.type )
|
switch( input.type )
|
||||||
{
|
{
|
||||||
DEFAULT_FAIL( input.type );
|
DEFAULT_FAIL( input.type );
|
||||||
|
|||||||
Reference in New Issue
Block a user