finish input test screen

This commit is contained in:
Chris Danford
2003-10-11 08:52:07 +00:00
parent c76e819d1d
commit d308ed0187
5 changed files with 38 additions and 9 deletions
@@ -0,0 +1 @@
_options to options
@@ -0,0 +1 @@
_options to options
+12 -3
View File
@@ -1748,7 +1748,12 @@ StyleIcon=0
TimerSeconds=0
[ScreenCenterImage]
HelpText=Use arrow keys to navigate, ENTER to assign, SPACE to clear, ESCAPE when done.
HelpText=Use arrow keys to translate.::Hold SHIFT and press the arrow keys to scale.::Press SPACE to reset centering. Press ESCAPE when done.
StyleIcon=0
TimerSeconds=0
[ScreenTestInput]
HelpText=Press any button or key. Press ESCAPE when done.
StyleIcon=0
TimerSeconds=0
@@ -2559,11 +2564,10 @@ TimerSeconds=0
# when using entries that change the screen; otherwise, the only way to
# exit the screen when in arcade mode is "exit".
OptionMenuFlags=together;forceallplayers;rows,11;smnavigation
OptionMenuFlags=together;forceallplayers;rows,14;smnavigation
# This NextScreen is only used for the "exit" choice.
NextScreen=ScreenTitleMenu
PrevScreen=ScreenTitleMenu
NumRows=13
Line1=list,Appearance Options;title,;
Line2=list,Autogen Options;title,;
Line3=list,Background Options;title,;
@@ -2577,6 +2581,7 @@ Line10=list,Machine Options;title,;
Line11=list,Sound Options;title,;
Line12=list,Profile Options;title,;
Line13=list,Reload Songs/Courses;title,;
Line14=list,Test Input;title,;
[TextBanner]
Width=180
@@ -3105,4 +3110,8 @@ Reload Songs/Courses=1,together
Reload Songs/CoursesDefault=
Reload Songs/Courses,1=screen,ScreenReloadSongs
Reload Songs/CoursesName,1=Reload Songs/Courses
Test Input=1,together
Test InputDefault=
Test Input,1=screen,ScreenTestInput
Test InputName,1=Test Input
+21 -4
View File
@@ -74,10 +74,14 @@ void ScreenTestInput::Update( float fDeltaTime )
GameInput gi;
if( INPUTMAPPER->DeviceToGame(di,gi) )
{
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b];
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gi.button];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[gi.button];
sTemp += "(" + sName + ", " + sSecondary + ")";
sTemp += " (" + sName + ") " + sSecondary;
}
else
{
sTemp += " (not mapped)";
}
asInputs.push_back( sTemp );
@@ -85,7 +89,7 @@ void ScreenTestInput::Update( float fDeltaTime )
}
}
m_sDeviceInputs = join( "\n ", asInputs );
m_textInputs.SetText( join( "\n ", asInputs ) );
}
@@ -114,3 +118,16 @@ void ScreenTestInput::HandleScreenMessage( const ScreenMessage SM )
break;
}
}
void ScreenTestInput::MenuStart( PlayerNumber pn )
{
}
void ScreenTestInput::MenuBack( PlayerNumber pn )
{
if(!m_Menu.IsTransitioning())
{
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
m_Menu.StartTransitioning( SM_GoToPrevScreen );
}
}
+3 -2
View File
@@ -30,9 +30,10 @@ public:
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void MenuStart( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
private:
CString m_sDeviceInputs;
CString m_sGameInputs;
BitmapText m_textInputs;
MenuElements m_Menu;