MENU_BUTTON_ -> GAME_BUTTON_

This commit is contained in:
Chris Danford
2008-05-21 05:36:09 +00:00
parent f179a6d34b
commit d377c2b1a4
18 changed files with 111 additions and 111 deletions
+6 -6
View File
@@ -153,12 +153,12 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
#define LIGHTS_BUTTON_BASS_RIGHT GAME_BUTTON_CUSTOM_08
#define NUM_LIGHTS_BUTTONS GAME_BUTTON_CUSTOM_09
#define MENU_BUTTON_LEFT GAME_BUTTON_MENULEFT
#define MENU_BUTTON_RIGHT GAME_BUTTON_MENURIGHT
#define MENU_BUTTON_UP GAME_BUTTON_MENUUP
#define MENU_BUTTON_DOWN GAME_BUTTON_MENUDOWN
#define MENU_BUTTON_START GAME_BUTTON_START
#define MENU_BUTTON_BACK GAME_BUTTON_BACK
#define GAME_BUTTON_LEFT GAME_BUTTON_MENULEFT
#define GAME_BUTTON_RIGHT GAME_BUTTON_MENURIGHT
#define GAME_BUTTON_UP GAME_BUTTON_MENUUP
#define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN
#define GAME_BUTTON_START GAME_BUTTON_START
#define GAME_BUTTON_BACK GAME_BUTTON_BACK
struct GameInput
{
+44 -44
View File
@@ -444,10 +444,10 @@ static const Game g_Game_Dance =
"dance", // m_szName
NUM_DANCE_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT },
{ "Right", MENU_BUTTON_RIGHT },
{ "Up", MENU_BUTTON_UP },
{ "Down", MENU_BUTTON_DOWN },
{ "Left", GAME_BUTTON_LEFT },
{ "Right", GAME_BUTTON_RIGHT },
{ "Up", GAME_BUTTON_UP },
{ "Down", GAME_BUTTON_DOWN },
{ "UpLeft", GameButton_Invalid },
{ "UpRight", GameButton_Invalid },
},
@@ -757,11 +757,11 @@ static const Game g_Game_Pump =
"pump", // m_szName
NUM_PUMP_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "UpLeft", MENU_BUTTON_UP },
{ "UpRight", MENU_BUTTON_DOWN },
{ "Center", MENU_BUTTON_START },
{ "DownLeft", MENU_BUTTON_LEFT },
{ "DownRight", MENU_BUTTON_RIGHT },
{ "UpLeft", GAME_BUTTON_UP },
{ "UpRight", GAME_BUTTON_DOWN },
{ "Center", GAME_BUTTON_START },
{ "DownLeft", GAME_BUTTON_LEFT },
{ "DownRight", GAME_BUTTON_RIGHT },
},
&g_AutoKeyMappings_Pump
},
@@ -1022,11 +1022,11 @@ static const Game g_Game_Ez2 =
"ez2", // m_szName
NUM_EZ2_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "FootUpLeft", MENU_BUTTON_UP },
{ "FootUpRight", MENU_BUTTON_DOWN },
{ "FootDown", MENU_BUTTON_START },
{ "HandUpLeft", MENU_BUTTON_LEFT },
{ "HandUpRight", MENU_BUTTON_RIGHT },
{ "FootUpLeft", GAME_BUTTON_UP },
{ "FootUpRight", GAME_BUTTON_DOWN },
{ "FootDown", GAME_BUTTON_START },
{ "HandUpLeft", GAME_BUTTON_LEFT },
{ "HandUpRight", GAME_BUTTON_RIGHT },
{ "HandLrLeft", GameButton_Invalid },
{ "HandLrRight", GameButton_Invalid },
},
@@ -1152,11 +1152,11 @@ static const Game g_Game_Para =
"para", // m_szName
NUM_PARA_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT },
{ "UpLeft", MENU_BUTTON_DOWN },
{ "Left", GAME_BUTTON_LEFT },
{ "UpLeft", GAME_BUTTON_DOWN },
{ "Up", GameButton_Invalid },
{ "UpRight", MENU_BUTTON_UP },
{ "Right", MENU_BUTTON_RIGHT },
{ "UpRight", GAME_BUTTON_UP },
{ "Right", GAME_BUTTON_RIGHT },
},
&g_AutoKeyMappings_Para
},
@@ -1249,14 +1249,14 @@ static const Game g_Game_DS3DDX =
"ds3ddx", // m_szName
NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "HandLeft", MENU_BUTTON_LEFT },
{ "HandLeft", GAME_BUTTON_LEFT },
{ "FootDownLeft", GameButton_Invalid },
{ "FootUpLeft", GameButton_Invalid },
{ "HandUp", MENU_BUTTON_UP },
{ "HandDown", MENU_BUTTON_DOWN },
{ "HandUp", GAME_BUTTON_UP },
{ "HandDown", GAME_BUTTON_DOWN },
{ "FootUpRight", GameButton_Invalid },
{ "FootDownRight", GameButton_Invalid },
{ "HandRight", MENU_BUTTON_RIGHT },
{ "HandRight", GAME_BUTTON_RIGHT },
},
&g_AutoKeyMappings_DS3DDX
},
@@ -1507,15 +1507,15 @@ static const Game g_Game_Beat =
"beat", // m_szName
NUM_BEAT_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "Key1", MENU_BUTTON_LEFT },
{ "Key1", GAME_BUTTON_LEFT },
{ "Key2", GameButton_Invalid },
{ "Key3", MENU_BUTTON_RIGHT },
{ "Key3", GAME_BUTTON_RIGHT },
{ "Key4", GameButton_Invalid },
{ "Key5", GameButton_Invalid },
{ "Key6", GameButton_Invalid },
{ "Key7", GameButton_Invalid },
{ "Scratch up", MENU_BUTTON_UP },
{ "Scratch down", MENU_BUTTON_DOWN },
{ "Scratch up", GAME_BUTTON_UP },
{ "Scratch down", GAME_BUTTON_DOWN },
},
&g_AutoKeyMappings_Beat
},
@@ -1686,10 +1686,10 @@ static const Game g_Game_Maniax =
"maniax", // m_szName
NUM_MANIAX_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "HandUpLeft", MENU_BUTTON_LEFT },
{ "HandUpRight", MENU_BUTTON_RIGHT },
{ "HandLrLeft", MENU_BUTTON_DOWN },
{ "HandLrRight", MENU_BUTTON_UP },
{ "HandUpLeft", GAME_BUTTON_LEFT },
{ "HandUpRight", GAME_BUTTON_RIGHT },
{ "HandLrLeft", GAME_BUTTON_DOWN },
{ "HandLrRight", GAME_BUTTON_UP },
},
&g_AutoKeyMappings_Maniax
},
@@ -2091,10 +2091,10 @@ static const Game g_Game_Techno =
"techno", // m_szName
NUM_TECHNO_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT },
{ "Right", MENU_BUTTON_RIGHT },
{ "Up", MENU_BUTTON_UP },
{ "Down", MENU_BUTTON_DOWN },
{ "Left", GAME_BUTTON_LEFT },
{ "Right", GAME_BUTTON_RIGHT },
{ "Up", GAME_BUTTON_UP },
{ "Down", GAME_BUTTON_DOWN },
{ "UpLeft", GameButton_Invalid },
{ "UpRight", GameButton_Invalid },
{ "Center", GameButton_Invalid },
@@ -2240,13 +2240,13 @@ static const Game g_Game_Popn =
NUM_POPN_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "Left White", GameButton_Invalid },
{ "Left Yellow", MENU_BUTTON_UP },
{ "Left Yellow", GAME_BUTTON_UP },
{ "Left Green", GameButton_Invalid },
{ "Left Blue", MENU_BUTTON_LEFT },
{ "Red", MENU_BUTTON_START },
{ "Right Blue", MENU_BUTTON_RIGHT },
{ "Left Blue", GAME_BUTTON_LEFT },
{ "Red", GAME_BUTTON_START },
{ "Right Blue", GAME_BUTTON_RIGHT },
{ "Right Green", GameButton_Invalid },
{ "Right Yellow", MENU_BUTTON_DOWN },
{ "Right Yellow", GAME_BUTTON_DOWN },
{ "Right White", GameButton_Invalid },
},
&g_AutoKeyMappings_Popn
@@ -2322,7 +2322,7 @@ static const Game g_Game_Karaoke =
"karaoke", // m_szName
NUM_KARAOKE_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT },
{ "Left", GAME_BUTTON_LEFT },
},
&g_AutoKeyMappings_Karaoke
},
@@ -2410,10 +2410,10 @@ static const Game g_Game_Lights =
"lights", // m_szName
NUM_LIGHTS_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
{ "MarqueeUpLeft", MENU_BUTTON_LEFT },
{ "MarqueeUpRight", MENU_BUTTON_RIGHT },
{ "MarqueeLrLeft", MENU_BUTTON_UP },
{ "MarqueeLrRight", MENU_BUTTON_DOWN },
{ "MarqueeUpLeft", GAME_BUTTON_LEFT },
{ "MarqueeUpRight", GAME_BUTTON_RIGHT },
{ "MarqueeLrLeft", GAME_BUTTON_UP },
{ "MarqueeLrRight", GAME_BUTTON_DOWN },
{ "ButtonsLeft", GameButton_Invalid },
{ "ButtonsRight", GameButton_Invalid },
{ "BassLeft", GameButton_Invalid },
+6 -6
View File
@@ -366,7 +366,7 @@ void OptionsList::Input( const InputEventPlus &input )
PlayerNumber pn = input.pn;
if( m_bStartIsDown )
{
if( input.MenuI == MENU_BUTTON_LEFT || input.MenuI == MENU_BUTTON_RIGHT )
if( input.MenuI == GAME_BUTTON_LEFT || input.MenuI == GAME_BUTTON_RIGHT )
{
if( input.type != IET_FIRST_PRESS )
return;
@@ -387,7 +387,7 @@ void OptionsList::Input( const InputEventPlus &input )
if( pTarget->m_Def.m_selectType == SELECT_ONE )
{
int iSelection = GetOneSelection(sDest);
int iDir = (input.MenuI == MENU_BUTTON_RIGHT? +1:-1);
int iDir = (input.MenuI == GAME_BUTTON_RIGHT? +1:-1);
iSelection += iDir;
wrap( iSelection, bTargetSelections.size() );
SelectItem( sDest, iSelection );
@@ -402,12 +402,12 @@ void OptionsList::Input( const InputEventPlus &input )
}
}
if( input.MenuI == MENU_BUTTON_LEFT )
if( input.MenuI == GAME_BUTTON_LEFT )
{
if( input.type == IET_RELEASE )
return;
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_RIGHT, pn) )
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_RIGHT, pn) )
{
if( input.type == IET_FIRST_PRESS )
SwitchMenu( -1 );
@@ -423,12 +423,12 @@ void OptionsList::Input( const InputEventPlus &input )
MESSAGEMAN->Broadcast( msg );
return;
}
else if( input.MenuI == MENU_BUTTON_RIGHT )
else if( input.MenuI == GAME_BUTTON_RIGHT )
{
if( input.type == IET_RELEASE )
return;
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_LEFT, pn) )
if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_LEFT, pn) )
{
if( input.type == IET_FIRST_PRESS )
SwitchMenu( +1 );
+2 -2
View File
@@ -105,8 +105,8 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
switch( input.MenuI )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
case GAME_BUTTON_LEFT:
case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break;
}
+5 -5
View File
@@ -44,7 +44,7 @@ void ScreenContinue::Input( const InputEventPlus &input )
if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
ResetTimer();
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) )
{
bool bAllPlayersAreEnabled = true;
FOREACH_ENUM( PlayerNumber, p )
@@ -73,10 +73,10 @@ void ScreenContinue::Input( const InputEventPlus &input )
switch( input.MenuI )
{
case GAME_BUTTON_START:
case MENU_BUTTON_UP:
case MENU_BUTTON_DOWN:
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
case GAME_BUTTON_UP:
case GAME_BUTTON_DOWN:
case GAME_BUTTON_LEFT:
case GAME_BUTTON_RIGHT:
float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f;
fSeconds = max( fSeconds, 0.0001f ); // don't set to 0
m_MenuTimer->SetSeconds( fSeconds );
+15 -15
View File
@@ -111,15 +111,15 @@ void ScreenEdit::InitEditMappings()
{
case EditMode_Practice:
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = MENU_BUTTON_UP;
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = GAME_BUTTON_UP;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = MENU_BUTTON_DOWN;
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = GAME_BUTTON_DOWN;
break;
default:
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = MENU_BUTTON_UP;
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = GAME_BUTTON_UP;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = MENU_BUTTON_DOWN;
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = GAME_BUTTON_DOWN;
break;
}
@@ -159,13 +159,13 @@ void ScreenEdit::InitEditMappings()
// Esc = Show Edit Menu
m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = MENU_BUTTON_START;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
// Escape, Enter = exit play/record
m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = 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;
return;
case EditMode_CourseMods:
// Left/Right = Snap to Next/Prev
@@ -181,13 +181,13 @@ void ScreenEdit::InitEditMappings()
// Esc = Show Edit Menu
m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = MENU_BUTTON_START;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
// Escape, Enter = exit play/record
m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = MENU_BUTTON_START;
m_PlayMappingsMenuButton.button [EDIT_BUTTON_RETURN_TO_EDIT][0] = GAME_BUTTON_START;
return;
case EditMode_Full:
@@ -264,8 +264,8 @@ void ScreenEdit::InitEditMappings()
m_EditMappingsDeviceInput.button[EDIT_BUTTON_MIDI_NOTE_PREV][0] = DeviceInput(DEVICE_KEYBOARD, KEY_HYPHEN);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = MENU_BUTTON_START;
m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK;
m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = GAME_BUTTON_START;
m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_AREA_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1);
@@ -293,7 +293,7 @@ void ScreenEdit::InitEditMappings()
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SWITCH_PLAYERS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SLASH);
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);
}
+1 -1
View File
@@ -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;
}
+6 -6
View File
@@ -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 )
+2 -2
View File
@@ -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;
}
+1 -1
View File
@@ -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++;
+1 -1
View File
@@ -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 );
+4 -4
View File
@@ -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 )
+7 -7
View File
@@ -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) )
+2 -2
View File
@@ -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 );
+1 -1
View File
@@ -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
+5 -5
View File
@@ -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();
+2 -2
View File
@@ -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 );
+1 -1
View File
@@ -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 );