StyleInput_INVALID -> Column_INVALID

This commit is contained in:
Glenn Maynard
2006-09-13 09:14:03 +00:00
parent 1c92617072
commit 9da4770fe0
3 changed files with 5 additions and 5 deletions
+1 -1
View File
@@ -2864,7 +2864,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
FOREACH_GameController(gc) FOREACH_GameController(gc)
{ {
int iCol = pStyle->GameInputToStyleInput( GameInput(gc,gb) ); int iCol = pStyle->GameInputToStyleInput( GameInput(gc,gb) );
if( iCol != StyleInput_INVALID ) if( iCol != Column_INVALID )
bUsedInGameplay = true; bUsedInGameplay = true;
} }
} }
+3 -3
View File
@@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
* However, if this is also a style button, don't do this. (pump center = start) * However, if this is also a style button, don't do this. (pump center = start)
*/ */
bool bHoldingGiveUp = false; bool bHoldingGiveUp = false;
if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == StyleInput_INVALID ) if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID )
{ {
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START ); bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK ); bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
@@ -2151,7 +2151,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
{ {
if( input.mp != MultiPlayer_INVALID && if( input.mp != MultiPlayer_INVALID &&
input.type==IET_FIRST_PRESS && input.type==IET_FIRST_PRESS &&
iCol != StyleInput_INVALID && iCol != Column_INVALID &&
GAMESTATE->IsMultiPlayerEnabled(input.mp) ) GAMESTATE->IsMultiPlayerEnabled(input.mp) )
{ {
m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease ); m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
@@ -2163,7 +2163,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
// handle a step or battle item activate // handle a step or battle item activate
// //
if( input.type==IET_FIRST_PRESS && if( input.type==IET_FIRST_PRESS &&
iCol != StyleInput_INVALID && iCol != Column_INVALID &&
GAMESTATE->IsHumanPlayer( input.MenuI.player ) ) GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
{ {
AbortGiveUp( true ); AbortGiveUp( true );
+1 -1
View File
@@ -346,7 +346,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
return; // ignore return; // ignore
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI ); const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
if( iCol != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player]) if( iCol != Column_INVALID && m_bStillEnteringName[input.MenuI.player])
{ {
int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol]; int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
if( iStringIndex != -1 ) if( iStringIndex != -1 )