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