Take the Player Options menu from ScreenNetSelectMusic, have it use Select instead of Up.

This commit is contained in:
Colby Klein
2008-06-21 04:04:59 +00:00
parent d440430a5b
commit 5f7877b6b3
2 changed files with 11 additions and 0 deletions
+10
View File
@@ -45,6 +45,7 @@ AutoScreenMessage( SM_AllowOptionsMenuRepeat )
AutoScreenMessage( SM_SongChanged )
AutoScreenMessage( SM_SortOrderChanging )
AutoScreenMessage( SM_SortOrderChanged )
AutoScreenMessage( SM_BackFromPlayerOptions )
static RString g_sCDTitlePath;
static bool g_bWantFallbackCdTitle;
@@ -75,6 +76,7 @@ void ScreenSelectMusic::Init()
SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
USE_OPTIONS_LIST.Load( m_sName, "UseOptionsList" );
USE_PLAYER_SELECT_MENU.Load( m_sName, "UsePlayerSelectMenu" );
TWO_PART_SELECTION.Load( m_sName, "TwoPartSelection" );
m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") );
@@ -398,6 +400,14 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
m_bStepsChosen[input.pn] )
return; // ignore
if( USE_PLAYER_SELECT_MENU )
{
if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT )
{
GAMESTATE->m_EditMode = EditMode_Full;
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
}
}
// handle options list input
if( USE_OPTIONS_LIST )