From ce4656bc5118a51d3b860eb36c47da5a8fb23673 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 9 Sep 2004 17:48:26 +0000 Subject: [PATCH] update --- stepmania/src/ScreenGameplay.cpp | 36 ++++++++++++++--------------- stepmania/src/ScreenSelectMusic.cpp | 4 ++-- stepmania/src/ScreenTextEntry.cpp | 4 ++-- 3 files changed, 22 insertions(+), 22 deletions(-) diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index f960009f9f..4e38a44601 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -1703,15 +1703,15 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ { switch( DeviceI.button ) { - case SDLK_F5: + case KEY_F5: this->HandleScreenMessage( SM_NotesEnded ); break; - case SDLK_F6: + case KEY_F6: m_bChangedOffsetOrBPM = true; GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle UpdateAutoPlayText(); break; - case SDLK_F7: + case KEY_F7: GAMESTATE->m_SongOptions.m_bAssistTick ^= 1; /* Store this change, so it sticks if we change songs: */ @@ -1724,13 +1724,13 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ m_textDebug.BeginTweening( 0.5f ); // fade out m_textDebug.SetDiffuse( RageColor(1,1,1,0) ); break; - case SDLK_F8: + case KEY_F8: { PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay; UpdateAutoPlayText(); bool bIsHoldingShift = - INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)) || - INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)); + INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)) || + INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)); FOREACH_HumanPlayer(p) { if( bIsHoldingShift ) @@ -1740,20 +1740,20 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ } } break; - case SDLK_F9: - case SDLK_F10: + case KEY_F9: + case KEY_F10: { m_bChangedOffsetOrBPM = true; float fOffsetDelta; switch( DeviceI.button ) { - case SDLK_F9: fOffsetDelta = -0.020f; break; - case SDLK_F10: fOffsetDelta = +0.020f; break; + case KEY_F9: fOffsetDelta = -0.020f; break; + case KEY_F10: fOffsetDelta = +0.020f; break; default: ASSERT(0); return; } - if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) || - INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ) + if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) || + INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) ) fOffsetDelta /= 2; /* .010 */ else if( type == IET_FAST_REPEAT ) fOffsetDelta *= 10; @@ -1769,20 +1769,20 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ m_textDebug.SetDiffuse( RageColor(1,1,1,0) ); } break; - case SDLK_F11: - case SDLK_F12: + case KEY_F11: + case KEY_F12: { m_bChangedOffsetOrBPM = true; float fOffsetDelta; switch( DeviceI.button ) { - case SDLK_F11: fOffsetDelta = -0.02f; break; - case SDLK_F12: fOffsetDelta = +0.02f; break; + case KEY_F11: fOffsetDelta = -0.02f; break; + case KEY_F12: fOffsetDelta = +0.02f; break; default: ASSERT(0); return; } - if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) || - INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) ) + if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) || + INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) ) fOffsetDelta /= 20; /* 1ms */ else switch( type ) { diff --git a/stepmania/src/ScreenSelectMusic.cpp b/stepmania/src/ScreenSelectMusic.cpp index a0c7aea5a3..f2e3518aa8 100644 --- a/stepmania/src/ScreenSelectMusic.cpp +++ b/stepmania/src/ScreenSelectMusic.cpp @@ -727,7 +727,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, // debugging? // I just like being able to see untransliterated titles occasionally. - if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F9 ) + if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_F9 ) { if( type != IET_FIRST_PRESS ) return; PREFSMAN->m_bShowNative ^= 1; @@ -846,7 +846,7 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type, case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); break; case MENU_BUTTON_BACK: /* Don't make the user hold the back button if they're pressing escape and escape is the back button. */ - if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_ESCAPE ) + if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_ESC ) this->MenuBack( MenuI.player ); else Screen::MenuBack( MenuI.player, type ); diff --git a/stepmania/src/ScreenTextEntry.cpp b/stepmania/src/ScreenTextEntry.cpp index e59c0115dd..c8b6e7b538 100644 --- a/stepmania/src/ScreenTextEntry.cpp +++ b/stepmania/src/ScreenTextEntry.cpp @@ -112,8 +112,8 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty c = DeviceI.ToChar(); bool bHoldingShift = - INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) || - INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT)); + INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT)) || + INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT)); // International keyboards often have other keys mapped to shifted keys, and always // using a US layout is a bit gimped. This is better than nothing though.