add difficulty change with MenuLeft/Right

This commit is contained in:
Chris Danford
2007-03-06 03:16:42 +00:00
parent 799afea058
commit a0a018ebb6
2 changed files with 24 additions and 4 deletions
+22 -2
View File
@@ -442,7 +442,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
return; return;
case MENU_BUTTON_START: case MENU_BUTTON_START:
if( MODE_MENU_AVAILABLE ) if( MODE_MENU_AVAILABLE )
m_MusicWheel.ChangeSort( SORT_MODE_MENU ); m_MusicWheel.NextSort();
else else
m_soundLocked.Play(); m_soundLocked.Play();
return; return;
@@ -517,6 +517,26 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
} }
} }
if( m_SelectionState == SelectionState_SelectingSteps &&
input.type == IET_FIRST_PRESS &&
(input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong) )
{
if( input.MenuI == m_GameButtonPreviousSong )
{
if( GAMESTATE->IsAnExtraStage() )
m_soundLocked.Play();
else
ChangeDifficulty( input.pn, -1 );
}
else if( input.MenuI == m_GameButtonNextSong )
{
if( GAMESTATE->IsAnExtraStage() )
m_soundLocked.Play();
else
ChangeDifficulty( input.pn, +1 );
}
}
if( input.type == IET_FIRST_PRESS && DetectCodes(input) ) if( input.type == IET_FIRST_PRESS && DetectCodes(input) )
return; return;
@@ -571,7 +591,7 @@ void ScreenSelectMusic::UpdateSelectButton()
FOREACH_HumanPlayer( p ) FOREACH_HumanPlayer( p )
{ {
bool bSelectIsDown = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, p ); bool bSelectIsDown = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_SELECT, p );
if( !SELECT_MENU_AVAILABLE ) if( !SELECT_MENU_AVAILABLE || !CanChangeSong() )
bSelectIsDown = false; bSelectIsDown = false;
if( m_bSelectIsDown[p] != bSelectIsDown ) if( m_bSelectIsDown[p] != bSelectIsDown )
+2 -2
View File
@@ -77,8 +77,8 @@ protected:
SelectionState_SelectingSteps, SelectionState_SelectingSteps,
SelectionState_Finalized SelectionState_Finalized
}; };
bool CanChangeSong() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSong; } bool CanChangeSong() const { return m_SelectionState == SelectionState_SelectingSong; }
bool CanChangeSteps() const { return !TWO_PART_SELECTION || m_SelectionState == SelectionState_SelectingSteps; } bool CanChangeSteps() const { return TWO_PART_SELECTION ? m_SelectionState == SelectionState_SelectingSteps : m_SelectionState == SelectionState_SelectingSong; }
SelectionState GetNextSelectionState() const SelectionState GetNextSelectionState() const
{ {
switch( m_SelectionState ) switch( m_SelectionState )