diff --git a/src/ScreenSelectMusic.cpp b/src/ScreenSelectMusic.cpp index a8abff6dbd..b9b73b7aca 100644 --- a/src/ScreenSelectMusic.cpp +++ b/src/ScreenSelectMusic.cpp @@ -95,7 +95,7 @@ void ScreenSelectMusic::Init() m_GameButtonPreviousSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"PreviousSongButton") ); m_GameButtonNextSong = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( THEME->GetMetric(m_sName,"NextSongButton") ); - + //Ask for those only if changing steps with gamebuttons is allowed -DaisuMaster if( CHANGE_STEPS_WITH_GAME_BUTTONS ) { @@ -550,7 +550,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input ) m_bAcceptSelectRelease[input.pn] = false; return; } - + if( m_SelectionState == SelectionState_SelectingSong && (input.MenuI == m_GameButtonNextSong || input.MenuI == m_GameButtonPreviousSong || input.MenuI == GAME_BUTTON_SELECT) ) { @@ -626,21 +626,21 @@ void ScreenSelectMusic::Input( const InputEventPlus &input ) // To allow changing steps with gamebuttons, NOT WITH THE GODDAMN CODEDETECTOR // yeah, wanted this since a while ago... -DaisuMaster - if(CHANGE_STEPS_WITH_GAME_BUTTONS) + if( CHANGE_STEPS_WITH_GAME_BUTTONS ) { // avoid anything not being just press (read: release or repeat/hold) - if(input.type != IET_FIRST_PRESS) + if( input.type != IET_FIRST_PRESS ) return; - if(m_SelectionState == SelectionState_SelectingSong) + if( m_SelectionState == SelectionState_SelectingSong ) { - if(input.MenuI == m_GameButtonPreviousDifficulty) + if (input.MenuI == m_GameButtonPreviousDifficulty ) { - ChangeSteps(input.pn, -1); + ChangeSteps( input.pn, -1 ); } else if( input.MenuI == m_GameButtonNextDifficulty ) { - ChangeSteps(input.pn, +1); + ChangeSteps( input.pn, +1 ); } } } @@ -743,7 +743,7 @@ bool ScreenSelectMusic::DetectCodes( const InputEventPlus &input ) { if( GAMESTATE->IsAnExtraStageAndSelectionLocked() ) m_soundLocked.Play(); - else + else ChangeSteps( input.pn, +1 ); } else if( CodeDetector::EnteredModeMenu(input.GameI.controller) )