Rename GameButtonType_INVALID to GameButtonType_Menu.

Strictly that's not right but close enough.
This commit is contained in:
Flameshadowxeroshin
2015-12-05 20:02:00 -06:00
parent d329c80ad3
commit aba0f1f7b3
4 changed files with 14 additions and 14 deletions
+11 -11
View File
@@ -17,17 +17,17 @@ TapNoteScore Game::MapTapNoteScore( TapNoteScore tns ) const
static const Game::PerButtonInfo g_CommonButtonInfo[] =
{
{ GameButtonType_INVALID }, // GAME_BUTTON_MENULEFT
{ GameButtonType_INVALID }, // GAME_BUTTON_MENURIGHT
{ GameButtonType_INVALID }, // GAME_BUTTON_MENUUP
{ GameButtonType_INVALID }, // GAME_BUTTON_MENUDOWN
{ GameButtonType_INVALID }, // GAME_BUTTON_START
{ GameButtonType_INVALID }, // GAME_BUTTON_SELECT
{ GameButtonType_INVALID }, // GAME_BUTTON_BACK
{ GameButtonType_INVALID }, // GAME_BUTTON_COIN
{ GameButtonType_INVALID }, // GAME_BUTTON_OPERATOR
{ GameButtonType_INVALID }, // GAME_BUTTON_EFFECT_UP
{ GameButtonType_INVALID }, // GAME_BUTTON_EFFECT_DOWN
{ GameButtonType_Menu }, // GAME_BUTTON_MENULEFT
{ GameButtonType_Menu }, // GAME_BUTTON_MENURIGHT
{ GameButtonType_Menu }, // GAME_BUTTON_MENUUP
{ GameButtonType_Menu }, // GAME_BUTTON_MENUDOWN
{ GameButtonType_Menu }, // GAME_BUTTON_START
{ GameButtonType_Menu }, // GAME_BUTTON_SELECT
{ GameButtonType_Menu }, // GAME_BUTTON_BACK
{ GameButtonType_Menu }, // GAME_BUTTON_COIN
{ GameButtonType_Menu }, // GAME_BUTTON_OPERATOR
{ GameButtonType_Menu }, // GAME_BUTTON_EFFECT_UP
{ GameButtonType_Menu }, // GAME_BUTTON_EFFECT_DOWN
};
const Game::PerButtonInfo *Game::GetPerButtonInfo( GameButton gb ) const
+1 -1
View File
@@ -321,7 +321,7 @@ const RString& ScoreEventToString( ScoreEvent se );
enum GameButtonType
{
GameButtonType_Step,
GameButtonType_INVALID
GameButtonType_Menu
};
/** @brief The list of judge types for the tap note scores. */
+1 -1
View File
@@ -3230,7 +3230,7 @@ bool ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
}
}
if( gbt == GameButtonType_INVALID && input.type == IET_FIRST_PRESS )
if( gbt == GameButtonType_Menu && input.type == IET_FIRST_PRESS )
{
switch( EditB )
{
+1 -1
View File
@@ -2568,7 +2568,7 @@ bool ScreenGameplay::Input( const InputEventPlus &input )
GameButtonType gbt = GAMESTATE->m_pCurGame->GetPerButtonInfo(input.GameI.button)->m_gbt;
switch( gbt )
{
case GameButtonType_INVALID:
case GameButtonType_Menu:
return false;
case GameButtonType_Step:
if( iCol != -1 )