Fix not delaying BACK on ScreenGameplay.

This commit is contained in:
Glenn Maynard
2004-02-15 02:06:39 +00:00
parent 7400645c28
commit 56fb416bb1
+19 -19
View File
@@ -1506,27 +1506,9 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
return;
}
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedEscape && type==IET_FIRST_PRESS)
{
m_textDebug.SetText( "Continue holding BACK to quit" );
m_textDebug.StopTweening();
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
return;
}
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedEscape && type==IET_RELEASE )
{
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
return;
}
if( MenuI.button == MENU_BUTTON_BACK &&
((!PREFSMAN->m_bDelayedEscape && type==IET_FIRST_PRESS) ||
(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
DeviceI.device==DEVICE_KEYBOARD ||
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT)) )
{
m_DancingState = STATE_OUTRO;
@@ -1550,6 +1532,24 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
return;
}
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedEscape && type==IET_FIRST_PRESS)
{
m_textDebug.SetText( "Continue holding BACK to quit" );
m_textDebug.StopTweening();
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
return;
}
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedEscape && type==IET_RELEASE )
{
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
return;
}
}
/* Nothing else cares about releases. */