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