some MENU -> GAME

This commit is contained in:
Glenn Maynard
2007-05-10 18:43:44 +00:00
parent 59912391c5
commit 80470b92f9
3 changed files with 15 additions and 15 deletions
+2 -2
View File
@@ -444,7 +444,7 @@ void OptionsList::Input( const InputEventPlus &input )
MESSAGEMAN->Broadcast( msg );
return;
}
else if( input.MenuI == MENU_BUTTON_START )
else if( input.MenuI == GAME_BUTTON_START )
{
if( input.type == IET_FIRST_PRESS )
{
@@ -461,7 +461,7 @@ void OptionsList::Input( const InputEventPlus &input )
return;
}
else if( input.MenuI == MENU_BUTTON_SELECT )
else if( input.MenuI == GAME_BUTTON_SELECT )
{
if( input.type != IET_FIRST_PRESS )
return;
+8 -8
View File
@@ -502,10 +502,10 @@ void ScreenOptions::Input( const InputEventPlus &input )
{
switch( input.MenuI )
{
case MENU_BUTTON_START:
case MENU_BUTTON_SELECT:
case MENU_BUTTON_RIGHT:
case MENU_BUTTON_LEFT:
case GAME_BUTTON_START:
case GAME_BUTTON_SELECT:
case GAME_BUTTON_MENURIGHT:
case GAME_BUTTON_MENULEFT:
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_START, input.pn );
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_RIGHT, input.pn );
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_LEFT, input.pn );
@@ -1218,14 +1218,14 @@ void ScreenOptions::MenuUpDown( const InputEventPlus &input, int iDir )
* holding both up and down from toggling repeatedly in-place. */
if( iDir == +1 )
{
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_UP, pn) ||
INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, pn) )
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_MENUUP, pn) ||
INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, pn) )
return;
}
else
{
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_DOWN, pn) ||
INPUTMAPPER->IsBeingPressed(MENU_BUTTON_START, pn) )
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_MENUDOWN, pn) ||
INPUTMAPPER->IsBeingPressed(GAME_BUTTON_START, pn) )
return;
}
}
+5 -5
View File
@@ -432,10 +432,10 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
}
}
if( input.MenuI == MENU_BUTTON_SELECT && input.type != IET_REPEAT )
if( input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
m_bAcceptSelectRelease[input.pn] = (input.type == IET_FIRST_PRESS);
if( SELECT_MENU_AVAILABLE && input.MenuI == MENU_BUTTON_SELECT && input.type != IET_REPEAT )
if( SELECT_MENU_AVAILABLE && input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
UpdateSelectButton( input.pn, input.type == IET_FIRST_PRESS );
@@ -467,7 +467,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
}
if( m_SelectionState == SelectionState_SelectingSong &&
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == MENU_BUTTON_SELECT) )
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == GAME_BUTTON_SELECT) )
{
{
/* If we're rouletting, hands off. */
@@ -480,7 +480,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
{
if( m_OptionsList[p].IsOpened() )
continue;
if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, p) )
if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, p) )
continue;
bLeftIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonPreviousSong, p );
@@ -752,7 +752,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
/* If select is being pressed, this is probably an attempt to change the sort, not
* to pick a song or difficulty. If it gets here, the actual select press was probably
* hit during a tween and ignored. Ignore it. */
if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, input.pn) )
if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, input.pn) )
return;
// Honor locked input for start presses.