some MENU -> GAME
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@@ -432,10 +432,10 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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}
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if( input.MenuI == MENU_BUTTON_SELECT && input.type != IET_REPEAT )
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if( input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
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m_bAcceptSelectRelease[input.pn] = (input.type == IET_FIRST_PRESS);
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if( SELECT_MENU_AVAILABLE && input.MenuI == MENU_BUTTON_SELECT && input.type != IET_REPEAT )
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if( SELECT_MENU_AVAILABLE && input.MenuI == GAME_BUTTON_SELECT && input.type != IET_REPEAT )
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UpdateSelectButton( input.pn, input.type == IET_FIRST_PRESS );
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@@ -467,7 +467,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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}
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if( m_SelectionState == SelectionState_SelectingSong &&
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(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == MENU_BUTTON_SELECT) )
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(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == GAME_BUTTON_SELECT) )
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{
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{
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/* If we're rouletting, hands off. */
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@@ -480,7 +480,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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{
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if( m_OptionsList[p].IsOpened() )
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continue;
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if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, p) )
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if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, p) )
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continue;
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bLeftIsDown |= INPUTMAPPER->IsBeingPressed( m_GameButtonPreviousSong, p );
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@@ -752,7 +752,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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/* If select is being pressed, this is probably an attempt to change the sort, not
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* to pick a song or difficulty. If it gets here, the actual select press was probably
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* hit during a tween and ignored. Ignore it. */
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if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(MENU_BUTTON_SELECT, input.pn) )
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if( input.pn != PLAYER_INVALID && INPUTMAPPER->IsBeingPressed(GAME_BUTTON_SELECT, input.pn) )
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return;
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// Honor locked input for start presses.
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