some MENU -> GAME

This commit is contained in:
Glenn Maynard
2007-05-10 17:59:13 +00:00
parent b8273e635d
commit 743421f88f
5 changed files with 16 additions and 16 deletions
+8 -8
View File
@@ -186,18 +186,18 @@ void Screen::Input( const InputEventPlus &input )
// default input handler used by most menus
switch( input.MenuI )
{
case MENU_BUTTON_UP: this->MenuUp ( input ); return;
case MENU_BUTTON_DOWN: this->MenuDown ( input ); return;
case MENU_BUTTON_LEFT: this->MenuLeft ( input ); return;
case MENU_BUTTON_RIGHT: this->MenuRight ( input ); return;
case MENU_BUTTON_BACK:
case GAME_BUTTON_MENUUP: this->MenuUp ( input ); return;
case GAME_BUTTON_MENUDOWN: this->MenuDown ( input ); return;
case GAME_BUTTON_MENULEFT: this->MenuLeft ( input ); return;
case GAME_BUTTON_MENURIGHT: this->MenuRight ( input ); return;
case GAME_BUTTON_BACK:
/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
if( !PREFSMAN->m_bDelayedBack || input.type==IET_REPEAT || (input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC) )
this->MenuBack( input );
return;
case MENU_BUTTON_START: this->MenuStart ( input ); return;
case MENU_BUTTON_SELECT:this->MenuSelect( input ); return;
case MENU_BUTTON_COIN: this->MenuCoin ( input ); return;
case GAME_BUTTON_START: this->MenuStart ( input ); return;
case GAME_BUTTON_SELECT:this->MenuSelect( input ); return;
case GAME_BUTTON_COIN: this->MenuCoin ( input ); return;
}
}
+4 -4
View File
@@ -55,12 +55,12 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
switch( input.MenuI )
{
case MENU_BUTTON_BACK:
case GAME_BUTTON_BACK:
if( !(bool)BACK_GOES_TO_START_SCREEN )
break;
// fall through
case MENU_BUTTON_START:
case MENU_BUTTON_COIN:
case GAME_BUTTON_START:
case GAME_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case CoinMode_Pay:
@@ -76,7 +76,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
if( input.MenuI != MENU_BUTTON_COIN )
if( input.MenuI != GAME_BUTTON_COIN )
SCREENMAN->PlayStartSound();
SetAttractVolume( false ); // unmute attract sounds
+1 -1
View File
@@ -27,7 +27,7 @@ void ScreenContinue::BeginScreen()
void ScreenContinue::Input( const InputEventPlus &input )
{
if( input.MenuI == MENU_BUTTON_COIN && input.type == IET_FIRST_PRESS )
if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
ResetTimer();
if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
+1 -1
View File
@@ -111,7 +111,7 @@ void ScreenSelect::Input( const InputEventPlus &input )
m_timerIdleTimeout.GetDeltaTime();
/* Choices may change when more coins are inserted. */
if( input.MenuI == MENU_BUTTON_COIN && input.type == IET_FIRST_PRESS )
if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
this->UpdateSelectableChoices();
if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
+2 -2
View File
@@ -1223,7 +1223,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
switch( input.MenuI )
{
case MENU_BUTTON_OPERATOR:
case GAME_BUTTON_OPERATOR:
/* Global operator key, to get quick access to the options menu. Don't
* do this if we're on a "system menu", which includes the editor
@@ -1237,7 +1237,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
}
return true;
case MENU_BUTTON_COIN:
case GAME_BUTTON_COIN:
/* Handle a coin insertion. */
if( GAMESTATE->IsEditing() ) // no coins while editing
{