Merge pull request #486 from kyzentun/mute_actions

Toggle key for muting actions
This commit is contained in:
Kyzentun
2015-03-07 17:51:28 -07:00
38 changed files with 165 additions and 131 deletions
+26 -26
View File
@@ -492,7 +492,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
m_bGoToOptions = true;
if( PLAY_SOUND_ON_ENTERING_OPTIONS_MENU )
m_soundStart.Play();
m_soundStart.Play(true);
this->PlayCommand( "ShowEnteringOptions" );
// Re-queue SM_BeginFadingOut, since ShowEnteringOptions may have
@@ -573,7 +573,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
if( MODE_MENU_AVAILABLE )
m_MusicWheel.NextSort();
else
m_soundLocked.Play();
m_soundLocked.Play(true);
break;
default: break;
}
@@ -679,14 +679,14 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
if (input.MenuI == m_GameButtonPreviousDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
ChangeSteps( input.pn, -1 );
}
else if( input.MenuI == m_GameButtonNextDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
ChangeSteps( input.pn, +1 );
}
@@ -705,7 +705,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
if(input.MenuI == m_GameButtonPreviousGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
@@ -718,7 +718,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if(input.MenuI == m_GameButtonNextGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sNewGroup = m_MusicWheel.JumpToNextGroup();
@@ -740,7 +740,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
if( input.MenuI == m_GameButtonPreviousSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
m_SelectionState = SelectionState_SelectingSong;
@@ -752,7 +752,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if( input.MenuI == m_GameButtonNextSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
m_SelectionState = SelectionState_SelectingSong;
@@ -765,7 +765,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if( input.MenuI == m_GameButtonPreviousDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
m_SelectionState = SelectionState_SelectingSong;
@@ -776,7 +776,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if( input.MenuI == m_GameButtonNextDifficulty )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
m_SelectionState = SelectionState_SelectingSong;
@@ -788,7 +788,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if(input.MenuI == m_GameButtonPreviousGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
@@ -802,7 +802,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if(input.MenuI == m_GameButtonNextGroup )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sNewGroup = m_MusicWheel.JumpToNextGroup();
@@ -824,14 +824,14 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
if( input.MenuI == m_GameButtonPreviousSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
ChangeSteps( input.pn, -1 );
}
else if( input.MenuI == m_GameButtonNextSong )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
ChangeSteps( input.pn, +1 );
}
@@ -839,7 +839,7 @@ bool ScreenSelectMusic::Input( const InputEventPlus &input )
else if( input.MenuI == GAME_BUTTON_MENUUP || input.MenuI == GAME_BUTTON_MENUDOWN ) // && TWO_PART_DESELECTS_WITH_MENUUPDOWN
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
// XXX: should this be called "TwoPartCancelled"?
@@ -869,14 +869,14 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
if( CodeDetector::EnteredPrevSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
ChangeSteps( input.pn, -1 );
}
else if( CodeDetector::EnteredNextSteps(input.GameI.controller) && !CHANGE_STEPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
ChangeSteps( input.pn, +1 );
}
@@ -885,19 +885,19 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
if( MODE_MENU_AVAILABLE )
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
else
m_soundLocked.Play();
m_soundLocked.Play(true);
}
else if( CodeDetector::EnteredNextSort(input.GameI.controller) )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else if( !GAMESTATE->IsCourseMode() )
// Only change sorts in non-course mode
m_MusicWheel.NextSort();
}
else if( !GAMESTATE->IsAnExtraStageAndSelectionLocked() && CodeDetector::DetectAndAdjustMusicOptions(input.GameI.controller) )
{
m_soundOptionsChange.Play();
m_soundOptionsChange.Play(true);
Message msg( "PlayerOptionsChanged" );
msg.SetParam( "PlayerNumber", input.pn );
@@ -908,7 +908,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
else if( CodeDetector::EnteredNextGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sNewGroup = m_MusicWheel.JumpToNextGroup();
@@ -921,7 +921,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
else if( CodeDetector::EnteredPrevGroup(input.GameI.controller) && !CHANGE_GROUPS_WITH_GAME_BUTTONS )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sNewGroup = m_MusicWheel.JumpToPrevGroup();
@@ -934,7 +934,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input )
else if( CodeDetector::EnteredCloseFolder(input.GameI.controller) )
{
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
m_soundLocked.Play();
m_soundLocked.Play(true);
else
{
RString sCurSection = m_MusicWheel.GetSelectedSection();
@@ -1377,7 +1377,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
if( !bAllPlayersDoneSelectingSteps )
{
m_bStepsChosen[pn] = true;
m_soundStart.Play();
m_soundStart.Play(true);
// impldiff: Pump it Up Pro uses "StepsSelected". -aj
Message msg("StepsChosen");
@@ -1403,7 +1403,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
Message msg( "Start" + SelectionStateToString(m_SelectionState) );
MESSAGEMAN->Broadcast( msg );
m_soundStart.Play();
m_soundStart.Play(true);
// If the MenuTimer has forced us to move on && TWO_PART_CONFIRMS_ONLY,
// set Selection State to finalized and move on.
@@ -1425,7 +1425,7 @@ bool ScreenSelectMusic::MenuStart( const InputEventPlus &input )
{
m_bStepsChosen[p] = true;
// Don't play start sound. We play it again below on finalized
//m_soundStart.Play();
//m_soundStart.Play(true);
Message lMsg("StepsChosen");
lMsg.SetParam( "Player", p );