MENU_BUTTON_ -> GAME_BUTTON_
This commit is contained in:
@@ -153,12 +153,12 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
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#define LIGHTS_BUTTON_BASS_RIGHT GAME_BUTTON_CUSTOM_08
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#define NUM_LIGHTS_BUTTONS GAME_BUTTON_CUSTOM_09
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#define MENU_BUTTON_LEFT GAME_BUTTON_MENULEFT
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#define MENU_BUTTON_RIGHT GAME_BUTTON_MENURIGHT
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#define MENU_BUTTON_UP GAME_BUTTON_MENUUP
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#define MENU_BUTTON_DOWN GAME_BUTTON_MENUDOWN
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#define MENU_BUTTON_START GAME_BUTTON_START
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#define MENU_BUTTON_BACK GAME_BUTTON_BACK
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#define GAME_BUTTON_LEFT GAME_BUTTON_MENULEFT
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#define GAME_BUTTON_RIGHT GAME_BUTTON_MENURIGHT
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#define GAME_BUTTON_UP GAME_BUTTON_MENUUP
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#define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN
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#define GAME_BUTTON_START GAME_BUTTON_START
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#define GAME_BUTTON_BACK GAME_BUTTON_BACK
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struct GameInput
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{
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@@ -444,10 +444,10 @@ static const Game g_Game_Dance =
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"dance", // m_szName
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NUM_DANCE_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Left", MENU_BUTTON_LEFT },
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{ "Right", MENU_BUTTON_RIGHT },
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{ "Up", MENU_BUTTON_UP },
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{ "Down", MENU_BUTTON_DOWN },
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{ "Left", GAME_BUTTON_LEFT },
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{ "Right", GAME_BUTTON_RIGHT },
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{ "Up", GAME_BUTTON_UP },
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{ "Down", GAME_BUTTON_DOWN },
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{ "UpLeft", GameButton_Invalid },
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{ "UpRight", GameButton_Invalid },
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},
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@@ -757,11 +757,11 @@ static const Game g_Game_Pump =
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"pump", // m_szName
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NUM_PUMP_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "UpLeft", MENU_BUTTON_UP },
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{ "UpRight", MENU_BUTTON_DOWN },
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{ "Center", MENU_BUTTON_START },
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{ "DownLeft", MENU_BUTTON_LEFT },
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{ "DownRight", MENU_BUTTON_RIGHT },
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{ "UpLeft", GAME_BUTTON_UP },
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{ "UpRight", GAME_BUTTON_DOWN },
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{ "Center", GAME_BUTTON_START },
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{ "DownLeft", GAME_BUTTON_LEFT },
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{ "DownRight", GAME_BUTTON_RIGHT },
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},
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&g_AutoKeyMappings_Pump
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},
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@@ -1022,11 +1022,11 @@ static const Game g_Game_Ez2 =
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"ez2", // m_szName
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NUM_EZ2_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "FootUpLeft", MENU_BUTTON_UP },
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{ "FootUpRight", MENU_BUTTON_DOWN },
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{ "FootDown", MENU_BUTTON_START },
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{ "HandUpLeft", MENU_BUTTON_LEFT },
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{ "HandUpRight", MENU_BUTTON_RIGHT },
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{ "FootUpLeft", GAME_BUTTON_UP },
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{ "FootUpRight", GAME_BUTTON_DOWN },
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{ "FootDown", GAME_BUTTON_START },
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{ "HandUpLeft", GAME_BUTTON_LEFT },
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{ "HandUpRight", GAME_BUTTON_RIGHT },
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{ "HandLrLeft", GameButton_Invalid },
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{ "HandLrRight", GameButton_Invalid },
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},
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@@ -1152,11 +1152,11 @@ static const Game g_Game_Para =
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"para", // m_szName
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NUM_PARA_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Left", MENU_BUTTON_LEFT },
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{ "UpLeft", MENU_BUTTON_DOWN },
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{ "Left", GAME_BUTTON_LEFT },
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{ "UpLeft", GAME_BUTTON_DOWN },
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{ "Up", GameButton_Invalid },
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{ "UpRight", MENU_BUTTON_UP },
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{ "Right", MENU_BUTTON_RIGHT },
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{ "UpRight", GAME_BUTTON_UP },
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{ "Right", GAME_BUTTON_RIGHT },
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},
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&g_AutoKeyMappings_Para
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},
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@@ -1249,14 +1249,14 @@ static const Game g_Game_DS3DDX =
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"ds3ddx", // m_szName
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NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "HandLeft", MENU_BUTTON_LEFT },
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{ "HandLeft", GAME_BUTTON_LEFT },
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{ "FootDownLeft", GameButton_Invalid },
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{ "FootUpLeft", GameButton_Invalid },
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{ "HandUp", MENU_BUTTON_UP },
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{ "HandDown", MENU_BUTTON_DOWN },
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{ "HandUp", GAME_BUTTON_UP },
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{ "HandDown", GAME_BUTTON_DOWN },
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{ "FootUpRight", GameButton_Invalid },
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{ "FootDownRight", GameButton_Invalid },
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{ "HandRight", MENU_BUTTON_RIGHT },
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{ "HandRight", GAME_BUTTON_RIGHT },
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},
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&g_AutoKeyMappings_DS3DDX
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},
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@@ -1507,15 +1507,15 @@ static const Game g_Game_Beat =
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"beat", // m_szName
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NUM_BEAT_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Key1", MENU_BUTTON_LEFT },
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{ "Key1", GAME_BUTTON_LEFT },
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{ "Key2", GameButton_Invalid },
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{ "Key3", MENU_BUTTON_RIGHT },
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{ "Key3", GAME_BUTTON_RIGHT },
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{ "Key4", GameButton_Invalid },
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{ "Key5", GameButton_Invalid },
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{ "Key6", GameButton_Invalid },
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{ "Key7", GameButton_Invalid },
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{ "Scratch up", MENU_BUTTON_UP },
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{ "Scratch down", MENU_BUTTON_DOWN },
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{ "Scratch up", GAME_BUTTON_UP },
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{ "Scratch down", GAME_BUTTON_DOWN },
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},
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&g_AutoKeyMappings_Beat
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},
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@@ -1686,10 +1686,10 @@ static const Game g_Game_Maniax =
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"maniax", // m_szName
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NUM_MANIAX_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "HandUpLeft", MENU_BUTTON_LEFT },
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{ "HandUpRight", MENU_BUTTON_RIGHT },
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{ "HandLrLeft", MENU_BUTTON_DOWN },
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{ "HandLrRight", MENU_BUTTON_UP },
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{ "HandUpLeft", GAME_BUTTON_LEFT },
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{ "HandUpRight", GAME_BUTTON_RIGHT },
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{ "HandLrLeft", GAME_BUTTON_DOWN },
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{ "HandLrRight", GAME_BUTTON_UP },
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},
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&g_AutoKeyMappings_Maniax
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},
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@@ -2091,10 +2091,10 @@ static const Game g_Game_Techno =
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"techno", // m_szName
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NUM_TECHNO_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Left", MENU_BUTTON_LEFT },
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{ "Right", MENU_BUTTON_RIGHT },
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{ "Up", MENU_BUTTON_UP },
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{ "Down", MENU_BUTTON_DOWN },
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{ "Left", GAME_BUTTON_LEFT },
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{ "Right", GAME_BUTTON_RIGHT },
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{ "Up", GAME_BUTTON_UP },
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{ "Down", GAME_BUTTON_DOWN },
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{ "UpLeft", GameButton_Invalid },
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{ "UpRight", GameButton_Invalid },
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{ "Center", GameButton_Invalid },
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@@ -2240,13 +2240,13 @@ static const Game g_Game_Popn =
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NUM_POPN_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Left White", GameButton_Invalid },
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{ "Left Yellow", MENU_BUTTON_UP },
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{ "Left Yellow", GAME_BUTTON_UP },
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{ "Left Green", GameButton_Invalid },
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{ "Left Blue", MENU_BUTTON_LEFT },
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{ "Red", MENU_BUTTON_START },
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{ "Right Blue", MENU_BUTTON_RIGHT },
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{ "Left Blue", GAME_BUTTON_LEFT },
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{ "Red", GAME_BUTTON_START },
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{ "Right Blue", GAME_BUTTON_RIGHT },
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{ "Right Green", GameButton_Invalid },
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{ "Right Yellow", MENU_BUTTON_DOWN },
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{ "Right Yellow", GAME_BUTTON_DOWN },
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{ "Right White", GameButton_Invalid },
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},
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&g_AutoKeyMappings_Popn
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@@ -2322,7 +2322,7 @@ static const Game g_Game_Karaoke =
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"karaoke", // m_szName
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NUM_KARAOKE_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Left", MENU_BUTTON_LEFT },
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{ "Left", GAME_BUTTON_LEFT },
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},
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&g_AutoKeyMappings_Karaoke
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},
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@@ -2410,10 +2410,10 @@ static const Game g_Game_Lights =
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"lights", // m_szName
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NUM_LIGHTS_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "MarqueeUpLeft", MENU_BUTTON_LEFT },
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{ "MarqueeUpRight", MENU_BUTTON_RIGHT },
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{ "MarqueeLrLeft", MENU_BUTTON_UP },
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{ "MarqueeLrRight", MENU_BUTTON_DOWN },
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{ "MarqueeUpLeft", GAME_BUTTON_LEFT },
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{ "MarqueeUpRight", GAME_BUTTON_RIGHT },
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{ "MarqueeLrLeft", GAME_BUTTON_UP },
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{ "MarqueeLrRight", GAME_BUTTON_DOWN },
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{ "ButtonsLeft", GameButton_Invalid },
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{ "ButtonsRight", GameButton_Invalid },
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{ "BassLeft", GameButton_Invalid },
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@@ -366,7 +366,7 @@ void OptionsList::Input( const InputEventPlus &input )
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PlayerNumber pn = input.pn;
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if( m_bStartIsDown )
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{
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if( input.MenuI == MENU_BUTTON_LEFT || input.MenuI == MENU_BUTTON_RIGHT )
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if( input.MenuI == GAME_BUTTON_LEFT || input.MenuI == GAME_BUTTON_RIGHT )
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{
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if( input.type != IET_FIRST_PRESS )
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return;
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@@ -387,7 +387,7 @@ void OptionsList::Input( const InputEventPlus &input )
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if( pTarget->m_Def.m_selectType == SELECT_ONE )
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{
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int iSelection = GetOneSelection(sDest);
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int iDir = (input.MenuI == MENU_BUTTON_RIGHT? +1:-1);
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int iDir = (input.MenuI == GAME_BUTTON_RIGHT? +1:-1);
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iSelection += iDir;
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wrap( iSelection, bTargetSelections.size() );
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SelectItem( sDest, iSelection );
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@@ -402,12 +402,12 @@ void OptionsList::Input( const InputEventPlus &input )
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}
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}
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if( input.MenuI == MENU_BUTTON_LEFT )
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if( input.MenuI == GAME_BUTTON_LEFT )
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{
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if( input.type == IET_RELEASE )
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return;
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if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_RIGHT, pn) )
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if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_RIGHT, pn) )
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{
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if( input.type == IET_FIRST_PRESS )
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SwitchMenu( -1 );
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@@ -423,12 +423,12 @@ void OptionsList::Input( const InputEventPlus &input )
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MESSAGEMAN->Broadcast( msg );
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return;
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}
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else if( input.MenuI == MENU_BUTTON_RIGHT )
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else if( input.MenuI == GAME_BUTTON_RIGHT )
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{
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if( input.type == IET_RELEASE )
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return;
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if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_LEFT, pn) )
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if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_LEFT, pn) )
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{
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if( input.type == IET_FIRST_PRESS )
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SwitchMenu( +1 );
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@@ -105,8 +105,8 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
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switch( input.MenuI )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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break;
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}
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@@ -44,7 +44,7 @@ void ScreenContinue::Input( const InputEventPlus &input )
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if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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ResetTimer();
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if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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if( input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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{
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bool bAllPlayersAreEnabled = true;
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FOREACH_ENUM( PlayerNumber, p )
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@@ -73,10 +73,10 @@ void ScreenContinue::Input( const InputEventPlus &input )
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switch( input.MenuI )
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{
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case GAME_BUTTON_START:
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case MENU_BUTTON_UP:
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case MENU_BUTTON_DOWN:
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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case GAME_BUTTON_UP:
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case GAME_BUTTON_DOWN:
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f;
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fSeconds = max( fSeconds, 0.0001f ); // don't set to 0
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m_MenuTimer->SetSeconds( fSeconds );
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@@ -111,15 +111,15 @@ void ScreenEdit::InitEditMappings()
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{
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case EditMode_Practice:
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = MENU_BUTTON_UP;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = GAME_BUTTON_UP;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = MENU_BUTTON_DOWN;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = GAME_BUTTON_DOWN;
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break;
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default:
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = MENU_BUTTON_UP;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = GAME_BUTTON_UP;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = MENU_BUTTON_DOWN;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = GAME_BUTTON_DOWN;
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break;
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}
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@@ -159,13 +159,13 @@ void ScreenEdit::InitEditMappings()
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// Esc = Show Edit Menu
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m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = MENU_BUTTON_START;
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK;
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START;
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
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// Escape, Enter = exit play/record
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m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
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m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = MENU_BUTTON_BACK;
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m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
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return;
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case EditMode_CourseMods:
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// Left/Right = Snap to Next/Prev
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@@ -181,13 +181,13 @@ void ScreenEdit::InitEditMappings()
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// Esc = Show Edit Menu
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m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = MENU_BUTTON_START;
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK;
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START;
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m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
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// Escape, Enter = exit play/record
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m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
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m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = MENU_BUTTON_START;
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m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = GAME_BUTTON_START;
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return;
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case EditMode_Full:
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@@ -264,8 +264,8 @@ void ScreenEdit::InitEditMappings()
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_MIDI_NOTE_PREV][0] = DeviceInput(DEVICE_KEYBOARD, KEY_HYPHEN);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = MENU_BUTTON_START;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START;
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m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_AREA_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1);
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@@ -293,7 +293,7 @@ void ScreenEdit::InitEditMappings()
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SWITCH_PLAYERS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SLASH);
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m_PlayMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
|
||||
m_PlayMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = MENU_BUTTON_BACK;
|
||||
m_PlayMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
|
||||
|
||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT);
|
||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT);
|
||||
@@ -302,7 +302,7 @@ void ScreenEdit::InitEditMappings()
|
||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
|
||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
|
||||
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
|
||||
m_RecordMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = MENU_BUTTON_BACK;
|
||||
m_RecordMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
|
||||
|
||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_PLAY_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp);
|
||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
|
||||
@@ -310,7 +310,7 @@ void ScreenEdit::InitEditMappings()
|
||||
m_RecordPausedMappingsDeviceInput.hold[EDIT_BUTTON_RECORD_SELECTION][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL);
|
||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_FROM_CURSOR][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
|
||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
|
||||
m_RecordPausedMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = MENU_BUTTON_BACK;
|
||||
m_RecordPausedMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
|
||||
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_UNDO][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
|
||||
}
|
||||
|
||||
|
||||
@@ -114,7 +114,7 @@ void ScreenEnding::Input( const InputEventPlus &input )
|
||||
{
|
||||
switch( input.MenuI )
|
||||
{
|
||||
case MENU_BUTTON_START:
|
||||
case GAME_BUTTON_START:
|
||||
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -2109,8 +2109,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
|
||||
|
||||
if( m_bPaused )
|
||||
{
|
||||
/* If we're paused, only accept MENU_BUTTON_START to unpause. */
|
||||
if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS )
|
||||
/* If we're paused, only accept GAME_BUTTON_START to unpause. */
|
||||
if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS )
|
||||
{
|
||||
if( m_PauseController == GameController_Invalid || m_PauseController == input.GameI.controller )
|
||||
this->PauseGame( false );
|
||||
@@ -2131,8 +2131,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
|
||||
bool bHoldingGiveUp = false;
|
||||
if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid )
|
||||
{
|
||||
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == MENU_BUTTON_START );
|
||||
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == MENU_BUTTON_BACK );
|
||||
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == GAME_BUTTON_START );
|
||||
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == GAME_BUTTON_BACK );
|
||||
}
|
||||
|
||||
if( bHoldingGiveUp )
|
||||
@@ -2155,12 +2155,12 @@ void ScreenGameplay::Input( const InputEventPlus &input )
|
||||
return;
|
||||
}
|
||||
|
||||
/* Only handle MENU_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
|
||||
/* Only handle GAME_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
|
||||
* disabled. */
|
||||
bool bHoldingBack = false;
|
||||
if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid )
|
||||
{
|
||||
bHoldingBack |= input.MenuI == MENU_BUTTON_BACK && !BACK_GIVES_UP;
|
||||
bHoldingBack |= input.MenuI == GAME_BUTTON_BACK && !BACK_GIVES_UP;
|
||||
}
|
||||
|
||||
if( bHoldingBack )
|
||||
|
||||
@@ -257,8 +257,8 @@ void ScreenJukebox::Input( const InputEventPlus &input )
|
||||
|
||||
switch( input.MenuI )
|
||||
{
|
||||
case MENU_BUTTON_LEFT:
|
||||
case MENU_BUTTON_RIGHT:
|
||||
case GAME_BUTTON_LEFT:
|
||||
case GAME_BUTTON_RIGHT:
|
||||
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -279,7 +279,7 @@ void ScreenNameEntry::Init()
|
||||
/* Find out if this column is associated with the START menu button. */
|
||||
GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
|
||||
GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
|
||||
if( mb == MENU_BUTTON_START )
|
||||
if( mb == GAME_BUTTON_START )
|
||||
continue;
|
||||
m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
|
||||
|
||||
|
||||
@@ -80,7 +80,7 @@ void ScreenNetRoom::Init()
|
||||
|
||||
void ScreenNetRoom::Input( const InputEventPlus &input )
|
||||
{
|
||||
if( (input.MenuI == MENU_BUTTON_LEFT || input.MenuI == MENU_BUTTON_RIGHT) && input.type == IET_RELEASE )
|
||||
if( (input.MenuI == GAME_BUTTON_LEFT || input.MenuI == GAME_BUTTON_RIGHT) && input.type == IET_RELEASE )
|
||||
m_RoomWheel.Move( 0 );
|
||||
|
||||
ScreenNetSelectBase::Input( input );
|
||||
|
||||
@@ -317,8 +317,8 @@ void ScreenNetSelectMusic::MenuLeft( const InputEventPlus &input )
|
||||
{
|
||||
PlayerNumber pn = input.pn;
|
||||
|
||||
bool bLeftPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, pn );
|
||||
bool bRightPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, pn );
|
||||
bool bLeftPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn );
|
||||
bool bRightPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn );
|
||||
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
|
||||
|
||||
if ( bLeftAndRightPressed )
|
||||
@@ -331,8 +331,8 @@ void ScreenNetSelectMusic::MenuRight( const InputEventPlus &input )
|
||||
{
|
||||
PlayerNumber pn = input.pn;
|
||||
|
||||
bool bLeftPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, pn );
|
||||
bool bRightPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, pn );
|
||||
bool bLeftPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn );
|
||||
bool bRightPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn );
|
||||
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
|
||||
|
||||
if ( bLeftAndRightPressed )
|
||||
|
||||
@@ -523,9 +523,9 @@ void ScreenOptions::Input( const InputEventPlus &input )
|
||||
case GAME_BUTTON_SELECT:
|
||||
case GAME_BUTTON_MENURIGHT:
|
||||
case GAME_BUTTON_MENULEFT:
|
||||
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_START, input.pn );
|
||||
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_RIGHT, input.pn );
|
||||
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_LEFT, input.pn );
|
||||
INPUTMAPPER->ResetKeyRepeat( GAME_BUTTON_START, input.pn );
|
||||
INPUTMAPPER->ResetKeyRepeat( GAME_BUTTON_RIGHT, input.pn );
|
||||
INPUTMAPPER->ResetKeyRepeat( GAME_BUTTON_LEFT, input.pn );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -797,16 +797,16 @@ void ScreenOptions::MenuStart( const InputEventPlus &input )
|
||||
break;
|
||||
}
|
||||
|
||||
/* If we are in a three-button mode, check to see if MENU_BUTTON_LEFT and
|
||||
* MENU_BUTTON_RIGHT are being held. */
|
||||
/* If we are in a three-button mode, check to see if GAME_BUTTON_LEFT and
|
||||
* GAME_BUTTON_RIGHT are being held. */
|
||||
switch( m_OptionsNavigation )
|
||||
{
|
||||
case NAV_THREE_KEY:
|
||||
case NAV_TOGGLE_THREE_KEY:
|
||||
{
|
||||
bool bHoldingLeftAndRight =
|
||||
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, pn ) &&
|
||||
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, pn );
|
||||
INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn ) &&
|
||||
INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn );
|
||||
if( bHoldingLeftAndRight )
|
||||
{
|
||||
if( MoveRowRelative(pn, -1, input.type != IET_FIRST_PRESS) )
|
||||
|
||||
@@ -62,7 +62,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
|
||||
if( m_bAskOptionsMessage &&
|
||||
input.type == IET_FIRST_PRESS &&
|
||||
!m_In.IsTransitioning() &&
|
||||
input.MenuI == MENU_BUTTON_START )
|
||||
input.MenuI == GAME_BUTTON_START )
|
||||
{
|
||||
if( m_bAcceptedChoices && !m_bGoToOptions )
|
||||
{
|
||||
@@ -95,7 +95,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
|
||||
ScreenOptionsMaster::Input( input );
|
||||
|
||||
// UGLY: Update m_Disqualified whenever Start is pressed
|
||||
if( GAMESTATE->IsHumanPlayer(pn) && input.MenuI == MENU_BUTTON_START )
|
||||
if( GAMESTATE->IsHumanPlayer(pn) && input.MenuI == GAME_BUTTON_START )
|
||||
{
|
||||
int row = m_iCurrentRow[pn];
|
||||
UpdateDisqualified( row, pn );
|
||||
|
||||
@@ -110,7 +110,7 @@ void ScreenSelect::Input( const InputEventPlus &input )
|
||||
if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
|
||||
this->UpdateSelectableChoices();
|
||||
|
||||
if( input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
|
||||
if( input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
|
||||
{
|
||||
// HACK: Only play start sound for the 2nd player who joins. The
|
||||
// start sound for the 1st player will be played by ScreenTitleMenu
|
||||
|
||||
@@ -346,7 +346,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
|
||||
|
||||
|
||||
// Handle late joining
|
||||
if( m_SelectionState != SelectionState_Finalized && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
|
||||
if( m_SelectionState != SelectionState_Finalized && input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
|
||||
{
|
||||
// The current steps may no longer be playable. If one player has double steps
|
||||
// selected, they are no longer playable now that P2 has joined.
|
||||
@@ -385,7 +385,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
|
||||
|
||||
// Check for "Press START again for options" button press
|
||||
if( m_SelectionState == SelectionState_Finalized &&
|
||||
input.MenuI == MENU_BUTTON_START &&
|
||||
input.MenuI == GAME_BUTTON_START &&
|
||||
input.type != IET_RELEASE &&
|
||||
OPTIONS_MENU_AVAILABLE.GetValue() )
|
||||
{
|
||||
@@ -466,15 +466,15 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
|
||||
{
|
||||
switch( input.MenuI )
|
||||
{
|
||||
case MENU_BUTTON_LEFT:
|
||||
case GAME_BUTTON_LEFT:
|
||||
ChangeDifficulty( input.pn, -1 );
|
||||
m_bAcceptSelectRelease[input.pn] = false;
|
||||
break;
|
||||
case MENU_BUTTON_RIGHT:
|
||||
case GAME_BUTTON_RIGHT:
|
||||
ChangeDifficulty( input.pn, +1 );
|
||||
m_bAcceptSelectRelease[input.pn] = false;
|
||||
break;
|
||||
case MENU_BUTTON_START:
|
||||
case GAME_BUTTON_START:
|
||||
m_bAcceptSelectRelease[input.pn] = false;
|
||||
if( MODE_MENU_AVAILABLE )
|
||||
m_MusicWheel.NextSort();
|
||||
|
||||
@@ -180,8 +180,8 @@ void ScreenSetTime::MenuRight( const InputEventPlus &input )
|
||||
void ScreenSetTime::MenuStart( const InputEventPlus &input )
|
||||
{
|
||||
bool bHoldingLeftAndRight =
|
||||
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, input.pn ) &&
|
||||
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, input.pn );
|
||||
INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, input.pn ) &&
|
||||
INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, input.pn );
|
||||
|
||||
if( bHoldingLeftAndRight )
|
||||
ChangeSelection( -1 );
|
||||
|
||||
@@ -1423,7 +1423,7 @@ void HandleInputEvents(float fDeltaTime)
|
||||
CodeDetector::EnteredCode(input.GameI.controller,CODE_BACK_IN_EVENT_MODE) )
|
||||
{
|
||||
input.pn = PLAYER_1;
|
||||
input.MenuI = MENU_BUTTON_BACK;
|
||||
input.MenuI = GAME_BUTTON_BACK;
|
||||
}
|
||||
|
||||
SCREENMAN->Input( input );
|
||||
|
||||
Reference in New Issue
Block a user