never accept input while transitioning

This commit is contained in:
Glenn Maynard
2005-12-09 05:28:53 +00:00
parent f1c876a16c
commit cffff7739b
2 changed files with 5 additions and 7 deletions
+4 -6
View File
@@ -196,6 +196,8 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
{
if( input.type != IET_FIRST_PRESS && input.type != IET_SLOW_REPEAT && input.type != IET_FAST_REPEAT )
return; // ignore
if( IsTransitioning() )
return; // ignore
LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
input.DeviceI.device, input.DeviceI.button );
@@ -343,12 +345,8 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
m_soundChange.Play();
break;
case KEY_ESC: /* Quit the screen. */
if( !IsTransitioning() )
{
SCREENMAN->PlayStartSound();
StartTransitioningScreen( SM_GoToNextScreen );
}
SCREENMAN->PlayStartSound();
StartTransitioningScreen( SM_GoToNextScreen );
break;
case KEY_ENTER: /* Change the selection. */
case KEY_KP_ENTER:
+1 -1
View File
@@ -48,7 +48,7 @@ private:
// owned by m_Line
Actor *m_pExit;
ActorFrame m_Line[MAX_GAME_BUTTONS+1];
ActorFrame m_Line[MAX_GAME_BUTTONS+1]; // XXX
ActorScroller m_LineScroller;
RageSound m_soundChange;