From 5fc4a65b137c89ab08a20582dba1604ea3c8b6d7 Mon Sep 17 00:00:00 2001 From: Thad Ward Date: Fri, 29 Aug 2003 08:16:24 +0000 Subject: [PATCH] make pressing start while holding left and right do a MenuUp if we are using dedicated menu buttons and arcade options navigation. (for running StepMania in a DDR-style cabinet. assuming, currently, that there is a full set of menu buttons behind the coin door for the operator menus.) --- stepmania/src/ScreenOptions.cpp | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/stepmania/src/ScreenOptions.cpp b/stepmania/src/ScreenOptions.cpp index 038df8af2f..b81233037b 100644 --- a/stepmania/src/ScreenOptions.cpp +++ b/stepmania/src/ScreenOptions.cpp @@ -19,6 +19,7 @@ #include "RageLog.h" #include "GameState.h" #include "ThemeManager.h" +#include "InputMapper.h" const float ITEM_X[NUM_PLAYERS] = { 260, 420 }; @@ -548,6 +549,19 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type if( m_Menu.m_Back.IsTransitioning() || m_Menu.m_Out.IsTransitioning() ) return; + // if we are in dedicated menubutton input and arcade navigation + // check to see if MENU_BUTTON_LEFT and MENU_BUTTON_RIGHT are being held + if( (MenuI.IsValid()) && (MenuI.button == MENU_BUTTON_START) && + (PREFSMAN->m_bArcadeOptionsNavigation) && + (PREFSMAN->m_bOnlyDedicatedMenuButtons) && + (GAMESTATE->m_CurStyle != STYLE_INVALID) && + (INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) ) ) && + (INPUTMAPPER->IsButtonDown( MenuInput(MenuI.player, MENU_BUTTON_LEFT) ) ) ) + { + ((Screen*)this)->MenuUp( MenuI.player, type ); + return; + } + // default input handler Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); }