MenuInput -> MenuButton

This commit is contained in:
Glenn Maynard
2006-09-14 20:52:34 +00:00
parent dd2f259a2f
commit c7dfb9f2ec
13 changed files with 22 additions and 22 deletions
+1 -1
View File
@@ -14,7 +14,7 @@ public:
DeviceInput DeviceI;
InputEventType type;
GameInput GameI;
MenuInput MenuI;
MenuButton MenuI;
PlayerNumber pn;
MultiPlayer mp;
DeviceInputList InputList;
+1 -1
View File
@@ -191,7 +191,7 @@ void Screen::Input( const InputEventPlus &input )
}
// default input handler used by most menus
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_UP: this->MenuUp ( input ); return;
case MENU_BUTTON_DOWN: this->MenuDown ( input ); return;
+2 -2
View File
@@ -49,7 +49,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
if( input.type != IET_FIRST_PRESS )
return; // don't care
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_BACK:
if( !(bool)BACK_GOES_TO_START_SCREEN )
@@ -87,7 +87,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
if( pScreen->IsTransitioning() )
return;
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
+2 -2
View File
@@ -61,7 +61,7 @@ void ScreenCenterImage::Input( const InputEventPlus &input )
return;
}
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_START:
SCREENMAN->PlayStartSound();
@@ -80,7 +80,7 @@ void ScreenCenterImage::Input( const InputEventPlus &input )
bool bIncrease = false;
Axis axis = NUM_AXES;
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_UP: axis = AXIS_TRANS_Y; bIncrease = false; break;
case MENU_BUTTON_DOWN: axis = AXIS_TRANS_Y; bIncrease = true; break;
+1 -1
View File
@@ -1086,7 +1086,7 @@ void ScreenEdit::Input( const InputEventPlus &input )
EditButton EditB;
if( !DeviceToEdit( input.DeviceI, EditB ) )
MenuInputToEditButton( input.MenuI.button, EditB );
MenuInputToEditButton( input.MenuI, EditB );
if( EditB == EDIT_BUTTON_REMOVE_NOTE )
+1 -1
View File
@@ -457,7 +457,7 @@ public:
void InitEditMappings();
bool DeviceToEdit( const DeviceInput &DeviceI, EditButton &button ) const;
bool MenuInputToEditButton( const MenuInput &MenuI, EditButton &button ) const;
bool MenuInputToEditButton( MenuButton MenuI, EditButton &button ) const;
bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
bool EditPressed( EditButton button, const DeviceInput &DeviceI );
bool EditIsBeingPressed( EditButton button ) const;
+1 -1
View File
@@ -121,7 +121,7 @@ void ScreenEnding::Input( const InputEventPlus &input )
{
if( !IsTransitioning() )
{
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_START:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
+1 -1
View File
@@ -244,7 +244,7 @@ void ScreenEz2SelectMusic::Input( const InputEventPlus &input )
if( !input.GameI.IsValid() ) return; // don't care
if( m_bMadeChoice && !m_bGoToOptions && input.MenuI.button == MENU_BUTTON_START )
if( m_bMadeChoice && !m_bGoToOptions && input.MenuI == MENU_BUTTON_START )
{
SCREENMAN->PlayStartSound();
m_bGoToOptions = true;
+1 -1
View File
@@ -255,7 +255,7 @@ void ScreenJukebox::Input( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS )
return; /* ignore */
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
+1 -1
View File
@@ -497,7 +497,7 @@ void ScreenOptions::Input( const InputEventPlus &input )
if( input.type == IET_RELEASE )
{
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_START:
case MENU_BUTTON_SELECT:
+1 -1
View File
@@ -101,7 +101,7 @@ protected:
int m_iChoice[NUM_PLAYERS];
bool m_bChosen[NUM_PLAYERS];
MenuInput m_TrackingRepeatingInput;
MenuButton m_TrackingRepeatingInput;
};
+7 -7
View File
@@ -291,7 +291,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
// Check for "Press START again for options" button press
if( m_bMadeChoice &&
input.MenuI.button == MENU_BUTTON_START &&
input.MenuI == MENU_BUTTON_START &&
input.type != IET_RELEASE &&
OPTIONS_MENU_AVAILABLE.GetValue() )
{
@@ -325,7 +325,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
UpdateSelectButton();
if( input.MenuI.button == MENU_BUTTON_SELECT )
if( input.MenuI == MENU_BUTTON_SELECT )
{
if( input.type == IET_FIRST_PRESS )
m_MusicWheel.Move( 0 );
@@ -337,7 +337,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
{
if( input.type == IET_FIRST_PRESS )
{
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_LEFT:
ChangeDifficulty( pn, -1 );
@@ -356,7 +356,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
return;
}
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_RIGHT:
case MENU_BUTTON_LEFT:
@@ -387,7 +387,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
m_MusicWheel.Move( 0 );
if( input.type == IET_FIRST_PRESS )
{
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_LEFT:
m_MusicWheel.ChangeMusicUnlessLocked( -1 );
@@ -434,7 +434,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
// change to return if Start is part of a code because we don't want to process
// Start as "move to the next screen" if it was just part of a code.
// XXX: Why are we doing this here? Menu(Up|Down|Left|Right) don't do anything. -- Steve
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_UP: this->MenuUp( input ); break;
case MENU_BUTTON_DOWN: this->MenuDown( input ); break;
@@ -496,7 +496,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
}
}
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_START: Screen::MenuStart( input ); break;
}
+2 -2
View File
@@ -1264,7 +1264,7 @@ bool HandleGlobalInputs( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS )
return false;
switch( input.MenuI.button )
switch( input.MenuI )
{
case MENU_BUTTON_OPERATOR:
@@ -1446,7 +1446,7 @@ void HandleInputEvents(float fDeltaTime)
CodeDetector::EnteredCode(input.GameI.controller,CODE_BACK_IN_EVENT_MODE) )
{
input.pn = PLAYER_1;
input.MenuI.button = MENU_BUTTON_BACK;
input.MenuI = MENU_BUTTON_BACK;
}
SCREENMAN->Input( input );