MenuInput -> MenuButton
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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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