diff --git a/Docs/Changelog_sm5.txt b/Docs/Changelog_sm5.txt index 9ad07b0294..6069a37d83 100644 --- a/Docs/Changelog_sm5.txt +++ b/Docs/Changelog_sm5.txt @@ -11,6 +11,9 @@ StepMania 5.0 Preview 2 | 20110??? 2011/06/02 ---------- * [BPMDisplay] Added SetFromSteps Lua binding. [AJ] +* [ScreenDebugOverlay] Switch the R and T keys to be Volume Down and Up + respectively. I have to admit, it makes more sense to have volume up be + on the right instead of the left. [Wolfman2000] 2011/06/01 ---------- diff --git a/src/ScreenDebugOverlay.cpp b/src/ScreenDebugOverlay.cpp index b7c37b3326..b65b0efc7d 100644 --- a/src/ScreenDebugOverlay.cpp +++ b/src/ScreenDebugOverlay.cpp @@ -174,6 +174,9 @@ void ScreenDebugOverlay::Init() g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT); g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB); + /* TODO: Find a better way of indicating which option is which here. + * Maybe we should take a page from ScreenEdit's menus and make + * RowDefs()? */ int i=0; g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8); @@ -193,8 +196,8 @@ void ScreenDebugOverlay::Init() g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce); - g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct); + g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci);