Fix mouse events being eaten on SSMusic.
This commit is contained in:
+12
-17
@@ -394,6 +394,18 @@ void ScreenSelectMusic::Update( float fDeltaTime )
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}
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}
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void ScreenSelectMusic::Input( const InputEventPlus &input )
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void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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{
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// HACK: This screen eats mouse inputs if we don't check for them first.
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bool mouse_evt = false;
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for (int i = MOUSE_LEFT; i <= MOUSE_WHEELDOWN; i++)
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{
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if (input.DeviceI == DeviceInput( DEVICE_MOUSE, (DeviceButton)i ))
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mouse_evt = true;
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}
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if (mouse_evt)
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{
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ScreenWithMenuElements::Input(input);
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return;
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}
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// LOG->Trace( "ScreenSelectMusic::Input()" );
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// LOG->Trace( "ScreenSelectMusic::Input()" );
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// reset announcer timer
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// reset announcer timer
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@@ -505,23 +517,6 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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m_bStepsChosen[input.pn] )
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m_bStepsChosen[input.pn] )
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return; // ignore
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return; // ignore
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// todo: Allow mousewheel to scroll MusicWheel -aj
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/*
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if( input.DeviceI.device == DEVICE_MOUSE )
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{
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if( input.DeviceI.button == MOUSE_WHEELUP )
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{
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MESSAGEMAN->Broadcast( "PreviousSong" );
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m_MusicWheel.Move( -1 );
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}
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else if( input.DeviceI.button == MOUSE_WHEELDOWN )
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{
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MESSAGEMAN->Broadcast( "NextSong" );
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m_MusicWheel.Move( +1 );
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}
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}
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*/
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if( USE_PLAYER_SELECT_MENU )
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if( USE_PLAYER_SELECT_MENU )
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{
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{
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if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT )
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if( input.type == IET_RELEASE && input.MenuI == GAME_BUTTON_SELECT )
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