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