Fix music wheel weirdness:
tap Left + tap Right would sometimes jump 2 songs in one direction wheel stuck spinning if button release while wheel is flying_off_before_sort or flying_off_after_sort
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@@ -637,6 +637,7 @@ void ScreenSelectMusic::Update( float fDeltaTime )
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void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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// LOG->Trace( "ScreenSelectMusic::Input()" );
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if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 )
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{
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@@ -649,22 +650,66 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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return;
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}
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if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
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{
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if( !MenuI.IsValid() ) return;
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if( !GAMESTATE->IsHumanPlayer(MenuI.player) ) return;
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/* If we're rouletting, hands off. */
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if(m_MusicWheel.IsRouletting())
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return;
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int dir = 0;
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if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) )
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dir++;
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if(INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) )
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dir--;
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m_MusicWheel.Move(dir);
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// TRICKY: There's lots of weirdness that can happen here when tapping
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// Left and Right quickly, like when changing sort.
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bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
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bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
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bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
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bool bLeftOrRightPressed = bLeftPressed || bRightPressed;
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switch( type )
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{
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case IET_RELEASE:
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// when a key is released, stop moving the wheel
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if( !bLeftOrRightPressed )
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m_MusicWheel.Move( 0 );
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// Reset the repeat timer when a key is released.
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// This fixes jumping when you release Left and Right at the same
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// time (e.g. after tapping Left+Right to change sort).
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INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
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break;
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case IET_FIRST_PRESS:
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if( MenuI.button == MENU_BUTTON_RIGHT )
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m_MusicWheel.Move( +1 );
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else
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m_MusicWheel.Move( -1 );
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// The wheel moves faster than one item between FIRST_PRESS
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// and SLOW_REPEAT. Stop the wheel immediately after moving one
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// item if both Left and Right are held. This way, we won't move
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// another item
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if( bLeftAndRightPressed )
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m_MusicWheel.Move( 0 );
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break;
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case IET_SLOW_REPEAT:
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case IET_FAST_REPEAT:
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// We need to handle the repeat events to start the wheel spinning again
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// when Left and Right are being held, then one is released.
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if( bLeftAndRightPressed )
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{
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// Don't spin if holding both buttons
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m_MusicWheel.Move( 0 );
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}
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else
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{
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if( MenuI.button == MENU_BUTTON_RIGHT )
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m_MusicWheel.Move( +1 );
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else
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m_MusicWheel.Move( -1 );
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}
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break;
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}
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}
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if( type == IET_RELEASE ) return; // don't care
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@@ -693,6 +738,10 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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PlayerNumber pn = GAMESTATE->GetCurrentStyleDef()->ControllerToPlayerNumber( GameI.controller );
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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// TRICKY: Process codes after handing MenuLeft, MenuRight, MenuStart.
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// This
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if( type == IET_FIRST_PRESS )
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{
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if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
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@@ -742,8 +791,6 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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return;
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}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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}
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