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 LIGHTS_BUTTON_BASS_RIGHT GAME_BUTTON_CUSTOM_08
#define NUM_LIGHTS_BUTTONS GAME_BUTTON_CUSTOM_09 #define NUM_LIGHTS_BUTTONS GAME_BUTTON_CUSTOM_09
#define MENU_BUTTON_LEFT GAME_BUTTON_MENULEFT #define GAME_BUTTON_LEFT GAME_BUTTON_MENULEFT
#define MENU_BUTTON_RIGHT GAME_BUTTON_MENURIGHT #define GAME_BUTTON_RIGHT GAME_BUTTON_MENURIGHT
#define MENU_BUTTON_UP GAME_BUTTON_MENUUP #define GAME_BUTTON_UP GAME_BUTTON_MENUUP
#define MENU_BUTTON_DOWN GAME_BUTTON_MENUDOWN #define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN
#define MENU_BUTTON_START GAME_BUTTON_START #define GAME_BUTTON_START GAME_BUTTON_START
#define MENU_BUTTON_BACK GAME_BUTTON_BACK #define GAME_BUTTON_BACK GAME_BUTTON_BACK
struct GameInput struct GameInput
{ {
+44 -44
View File
@@ -444,10 +444,10 @@ static const Game g_Game_Dance =
"dance", // m_szName "dance", // m_szName
NUM_DANCE_BUTTONS, // m_iButtonsPerController NUM_DANCE_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT }, { "Left", GAME_BUTTON_LEFT },
{ "Right", MENU_BUTTON_RIGHT }, { "Right", GAME_BUTTON_RIGHT },
{ "Up", MENU_BUTTON_UP }, { "Up", GAME_BUTTON_UP },
{ "Down", MENU_BUTTON_DOWN }, { "Down", GAME_BUTTON_DOWN },
{ "UpLeft", GameButton_Invalid }, { "UpLeft", GameButton_Invalid },
{ "UpRight", GameButton_Invalid }, { "UpRight", GameButton_Invalid },
}, },
@@ -757,11 +757,11 @@ static const Game g_Game_Pump =
"pump", // m_szName "pump", // m_szName
NUM_PUMP_BUTTONS, // m_iButtonsPerController NUM_PUMP_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "UpLeft", MENU_BUTTON_UP }, { "UpLeft", GAME_BUTTON_UP },
{ "UpRight", MENU_BUTTON_DOWN }, { "UpRight", GAME_BUTTON_DOWN },
{ "Center", MENU_BUTTON_START }, { "Center", GAME_BUTTON_START },
{ "DownLeft", MENU_BUTTON_LEFT }, { "DownLeft", GAME_BUTTON_LEFT },
{ "DownRight", MENU_BUTTON_RIGHT }, { "DownRight", GAME_BUTTON_RIGHT },
}, },
&g_AutoKeyMappings_Pump &g_AutoKeyMappings_Pump
}, },
@@ -1022,11 +1022,11 @@ static const Game g_Game_Ez2 =
"ez2", // m_szName "ez2", // m_szName
NUM_EZ2_BUTTONS, // m_iButtonsPerController NUM_EZ2_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "FootUpLeft", MENU_BUTTON_UP }, { "FootUpLeft", GAME_BUTTON_UP },
{ "FootUpRight", MENU_BUTTON_DOWN }, { "FootUpRight", GAME_BUTTON_DOWN },
{ "FootDown", MENU_BUTTON_START }, { "FootDown", GAME_BUTTON_START },
{ "HandUpLeft", MENU_BUTTON_LEFT }, { "HandUpLeft", GAME_BUTTON_LEFT },
{ "HandUpRight", MENU_BUTTON_RIGHT }, { "HandUpRight", GAME_BUTTON_RIGHT },
{ "HandLrLeft", GameButton_Invalid }, { "HandLrLeft", GameButton_Invalid },
{ "HandLrRight", GameButton_Invalid }, { "HandLrRight", GameButton_Invalid },
}, },
@@ -1152,11 +1152,11 @@ static const Game g_Game_Para =
"para", // m_szName "para", // m_szName
NUM_PARA_BUTTONS, // m_iButtonsPerController NUM_PARA_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT }, { "Left", GAME_BUTTON_LEFT },
{ "UpLeft", MENU_BUTTON_DOWN }, { "UpLeft", GAME_BUTTON_DOWN },
{ "Up", GameButton_Invalid }, { "Up", GameButton_Invalid },
{ "UpRight", MENU_BUTTON_UP }, { "UpRight", GAME_BUTTON_UP },
{ "Right", MENU_BUTTON_RIGHT }, { "Right", GAME_BUTTON_RIGHT },
}, },
&g_AutoKeyMappings_Para &g_AutoKeyMappings_Para
}, },
@@ -1249,14 +1249,14 @@ static const Game g_Game_DS3DDX =
"ds3ddx", // m_szName "ds3ddx", // m_szName
NUM_DS3DDX_BUTTONS, // m_iButtonsPerController NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "HandLeft", MENU_BUTTON_LEFT }, { "HandLeft", GAME_BUTTON_LEFT },
{ "FootDownLeft", GameButton_Invalid }, { "FootDownLeft", GameButton_Invalid },
{ "FootUpLeft", GameButton_Invalid }, { "FootUpLeft", GameButton_Invalid },
{ "HandUp", MENU_BUTTON_UP }, { "HandUp", GAME_BUTTON_UP },
{ "HandDown", MENU_BUTTON_DOWN }, { "HandDown", GAME_BUTTON_DOWN },
{ "FootUpRight", GameButton_Invalid }, { "FootUpRight", GameButton_Invalid },
{ "FootDownRight", GameButton_Invalid }, { "FootDownRight", GameButton_Invalid },
{ "HandRight", MENU_BUTTON_RIGHT }, { "HandRight", GAME_BUTTON_RIGHT },
}, },
&g_AutoKeyMappings_DS3DDX &g_AutoKeyMappings_DS3DDX
}, },
@@ -1507,15 +1507,15 @@ static const Game g_Game_Beat =
"beat", // m_szName "beat", // m_szName
NUM_BEAT_BUTTONS, // m_iButtonsPerController NUM_BEAT_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "Key1", MENU_BUTTON_LEFT }, { "Key1", GAME_BUTTON_LEFT },
{ "Key2", GameButton_Invalid }, { "Key2", GameButton_Invalid },
{ "Key3", MENU_BUTTON_RIGHT }, { "Key3", GAME_BUTTON_RIGHT },
{ "Key4", GameButton_Invalid }, { "Key4", GameButton_Invalid },
{ "Key5", GameButton_Invalid }, { "Key5", GameButton_Invalid },
{ "Key6", GameButton_Invalid }, { "Key6", GameButton_Invalid },
{ "Key7", GameButton_Invalid }, { "Key7", GameButton_Invalid },
{ "Scratch up", MENU_BUTTON_UP }, { "Scratch up", GAME_BUTTON_UP },
{ "Scratch down", MENU_BUTTON_DOWN }, { "Scratch down", GAME_BUTTON_DOWN },
}, },
&g_AutoKeyMappings_Beat &g_AutoKeyMappings_Beat
}, },
@@ -1686,10 +1686,10 @@ static const Game g_Game_Maniax =
"maniax", // m_szName "maniax", // m_szName
NUM_MANIAX_BUTTONS, // m_iButtonsPerController NUM_MANIAX_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "HandUpLeft", MENU_BUTTON_LEFT }, { "HandUpLeft", GAME_BUTTON_LEFT },
{ "HandUpRight", MENU_BUTTON_RIGHT }, { "HandUpRight", GAME_BUTTON_RIGHT },
{ "HandLrLeft", MENU_BUTTON_DOWN }, { "HandLrLeft", GAME_BUTTON_DOWN },
{ "HandLrRight", MENU_BUTTON_UP }, { "HandLrRight", GAME_BUTTON_UP },
}, },
&g_AutoKeyMappings_Maniax &g_AutoKeyMappings_Maniax
}, },
@@ -2091,10 +2091,10 @@ static const Game g_Game_Techno =
"techno", // m_szName "techno", // m_szName
NUM_TECHNO_BUTTONS, // m_iButtonsPerController NUM_TECHNO_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT }, { "Left", GAME_BUTTON_LEFT },
{ "Right", MENU_BUTTON_RIGHT }, { "Right", GAME_BUTTON_RIGHT },
{ "Up", MENU_BUTTON_UP }, { "Up", GAME_BUTTON_UP },
{ "Down", MENU_BUTTON_DOWN }, { "Down", GAME_BUTTON_DOWN },
{ "UpLeft", GameButton_Invalid }, { "UpLeft", GameButton_Invalid },
{ "UpRight", GameButton_Invalid }, { "UpRight", GameButton_Invalid },
{ "Center", GameButton_Invalid }, { "Center", GameButton_Invalid },
@@ -2240,13 +2240,13 @@ static const Game g_Game_Popn =
NUM_POPN_BUTTONS, // m_iButtonsPerController NUM_POPN_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "Left White", GameButton_Invalid }, { "Left White", GameButton_Invalid },
{ "Left Yellow", MENU_BUTTON_UP }, { "Left Yellow", GAME_BUTTON_UP },
{ "Left Green", GameButton_Invalid }, { "Left Green", GameButton_Invalid },
{ "Left Blue", MENU_BUTTON_LEFT }, { "Left Blue", GAME_BUTTON_LEFT },
{ "Red", MENU_BUTTON_START }, { "Red", GAME_BUTTON_START },
{ "Right Blue", MENU_BUTTON_RIGHT }, { "Right Blue", GAME_BUTTON_RIGHT },
{ "Right Green", GameButton_Invalid }, { "Right Green", GameButton_Invalid },
{ "Right Yellow", MENU_BUTTON_DOWN }, { "Right Yellow", GAME_BUTTON_DOWN },
{ "Right White", GameButton_Invalid }, { "Right White", GameButton_Invalid },
}, },
&g_AutoKeyMappings_Popn &g_AutoKeyMappings_Popn
@@ -2322,7 +2322,7 @@ static const Game g_Game_Karaoke =
"karaoke", // m_szName "karaoke", // m_szName
NUM_KARAOKE_BUTTONS, // m_iButtonsPerController NUM_KARAOKE_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "Left", MENU_BUTTON_LEFT }, { "Left", GAME_BUTTON_LEFT },
}, },
&g_AutoKeyMappings_Karaoke &g_AutoKeyMappings_Karaoke
}, },
@@ -2410,10 +2410,10 @@ static const Game g_Game_Lights =
"lights", // m_szName "lights", // m_szName
NUM_LIGHTS_BUTTONS, // m_iButtonsPerController NUM_LIGHTS_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames { // m_szButtonNames
{ "MarqueeUpLeft", MENU_BUTTON_LEFT }, { "MarqueeUpLeft", GAME_BUTTON_LEFT },
{ "MarqueeUpRight", MENU_BUTTON_RIGHT }, { "MarqueeUpRight", GAME_BUTTON_RIGHT },
{ "MarqueeLrLeft", MENU_BUTTON_UP }, { "MarqueeLrLeft", GAME_BUTTON_UP },
{ "MarqueeLrRight", MENU_BUTTON_DOWN }, { "MarqueeLrRight", GAME_BUTTON_DOWN },
{ "ButtonsLeft", GameButton_Invalid }, { "ButtonsLeft", GameButton_Invalid },
{ "ButtonsRight", GameButton_Invalid }, { "ButtonsRight", GameButton_Invalid },
{ "BassLeft", GameButton_Invalid }, { "BassLeft", GameButton_Invalid },
+6 -6
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@@ -366,7 +366,7 @@ void OptionsList::Input( const InputEventPlus &input )
PlayerNumber pn = input.pn; PlayerNumber pn = input.pn;
if( m_bStartIsDown ) 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 ) if( input.type != IET_FIRST_PRESS )
return; return;
@@ -387,7 +387,7 @@ void OptionsList::Input( const InputEventPlus &input )
if( pTarget->m_Def.m_selectType == SELECT_ONE ) if( pTarget->m_Def.m_selectType == SELECT_ONE )
{ {
int iSelection = GetOneSelection(sDest); int iSelection = GetOneSelection(sDest);
int iDir = (input.MenuI == MENU_BUTTON_RIGHT? +1:-1); int iDir = (input.MenuI == GAME_BUTTON_RIGHT? +1:-1);
iSelection += iDir; iSelection += iDir;
wrap( iSelection, bTargetSelections.size() ); wrap( iSelection, bTargetSelections.size() );
SelectItem( sDest, iSelection ); 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 ) if( input.type == IET_RELEASE )
return; return;
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_RIGHT, pn) ) if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_RIGHT, pn) )
{ {
if( input.type == IET_FIRST_PRESS ) if( input.type == IET_FIRST_PRESS )
SwitchMenu( -1 ); SwitchMenu( -1 );
@@ -423,12 +423,12 @@ void OptionsList::Input( const InputEventPlus &input )
MESSAGEMAN->Broadcast( msg ); MESSAGEMAN->Broadcast( msg );
return; return;
} }
else if( input.MenuI == MENU_BUTTON_RIGHT ) else if( input.MenuI == GAME_BUTTON_RIGHT )
{ {
if( input.type == IET_RELEASE ) if( input.type == IET_RELEASE )
return; return;
if( INPUTMAPPER->IsBeingPressed(MENU_BUTTON_LEFT, pn) ) if( INPUTMAPPER->IsBeingPressed(GAME_BUTTON_LEFT, pn) )
{ {
if( input.type == IET_FIRST_PRESS ) if( input.type == IET_FIRST_PRESS )
SwitchMenu( +1 ); SwitchMenu( +1 );
+2 -2
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@@ -105,8 +105,8 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
switch( input.MenuI ) switch( input.MenuI )
{ {
case MENU_BUTTON_LEFT: case GAME_BUTTON_LEFT:
case MENU_BUTTON_RIGHT: case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break; break;
} }
+5 -5
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@@ -44,7 +44,7 @@ void ScreenContinue::Input( const InputEventPlus &input )
if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS ) if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
ResetTimer(); 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; bool bAllPlayersAreEnabled = true;
FOREACH_ENUM( PlayerNumber, p ) FOREACH_ENUM( PlayerNumber, p )
@@ -73,10 +73,10 @@ void ScreenContinue::Input( const InputEventPlus &input )
switch( input.MenuI ) switch( input.MenuI )
{ {
case GAME_BUTTON_START: case GAME_BUTTON_START:
case MENU_BUTTON_UP: case GAME_BUTTON_UP:
case MENU_BUTTON_DOWN: case GAME_BUTTON_DOWN:
case MENU_BUTTON_LEFT: case GAME_BUTTON_LEFT:
case MENU_BUTTON_RIGHT: case GAME_BUTTON_RIGHT:
float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f; float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f;
fSeconds = max( fSeconds, 0.0001f ); // don't set to 0 fSeconds = max( fSeconds, 0.0001f ); // don't set to 0
m_MenuTimer->SetSeconds( fSeconds ); m_MenuTimer->SetSeconds( fSeconds );
+15 -15
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@@ -111,15 +111,15 @@ void ScreenEdit::InitEditMappings()
{ {
case EditMode_Practice: case EditMode_Practice:
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP); 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_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; break;
default: default:
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_UP); 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_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; break;
} }
@@ -159,13 +159,13 @@ void ScreenEdit::InitEditMappings()
// Esc = Show Edit Menu // Esc = Show Edit Menu
m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); 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][0] = GAME_BUTTON_START;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK; m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
// Escape, Enter = exit play/record // 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][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); 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; return;
case EditMode_CourseMods: case EditMode_CourseMods:
// Left/Right = Snap to Next/Prev // Left/Right = Snap to Next/Prev
@@ -181,13 +181,13 @@ void ScreenEdit::InitEditMappings()
// Esc = Show Edit Menu // Esc = Show Edit Menu
m_EditMappingsDeviceInput.button [EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); 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][0] = GAME_BUTTON_START;
m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK; m_EditMappingsMenuButton.button [EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
// Escape, Enter = exit play/record // 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][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_PlayMappingsDeviceInput.button [EDIT_BUTTON_RETURN_TO_EDIT][1] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); 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; return;
case EditMode_Full: 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_MIDI_NOTE_PREV][0] = DeviceInput(DEVICE_KEYBOARD, KEY_HYPHEN);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_EDIT_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); 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][0] = GAME_BUTTON_START;
m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = MENU_BUTTON_BACK; 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_AREA_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1); 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_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_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][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT);
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT); 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][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
m_RecordMappingsDeviceInput.button[EDIT_BUTTON_REMOVE_NOTE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT); 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_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_PLAY_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp);
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RECORD_SELECTION][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); 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.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_RECORD_FROM_CURSOR][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC); 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); m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_UNDO][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
} }
+1 -1
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@@ -114,7 +114,7 @@ void ScreenEnding::Input( const InputEventPlus &input )
{ {
switch( input.MenuI ) switch( input.MenuI )
{ {
case MENU_BUTTON_START: case GAME_BUTTON_START:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 ); SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break; break;
} }
+6 -6
View File
@@ -2109,8 +2109,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
if( m_bPaused ) if( m_bPaused )
{ {
/* If we're paused, only accept MENU_BUTTON_START to unpause. */ /* If we're paused, only accept GAME_BUTTON_START to unpause. */
if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS ) 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 ) if( m_PauseController == GameController_Invalid || m_PauseController == input.GameI.controller )
this->PauseGame( false ); this->PauseGame( false );
@@ -2131,8 +2131,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
bool bHoldingGiveUp = false; bool bHoldingGiveUp = false;
if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid ) if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid )
{ {
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == MENU_BUTTON_START ); bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI == GAME_BUTTON_START );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == MENU_BUTTON_BACK ); bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI == GAME_BUTTON_BACK );
} }
if( bHoldingGiveUp ) if( bHoldingGiveUp )
@@ -2155,12 +2155,12 @@ void ScreenGameplay::Input( const InputEventPlus &input )
return; 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. */ * disabled. */
bool bHoldingBack = false; bool bHoldingBack = false;
if( GAMESTATE->GetCurrentStyle()->GameInputToColumn(input.GameI) == Column_Invalid ) 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 ) if( bHoldingBack )
+2 -2
View File
@@ -257,8 +257,8 @@ void ScreenJukebox::Input( const InputEventPlus &input )
switch( input.MenuI ) switch( input.MenuI )
{ {
case MENU_BUTTON_LEFT: case GAME_BUTTON_LEFT:
case MENU_BUTTON_RIGHT: case GAME_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 ); SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
return; return;
} }
+1 -1
View File
@@ -279,7 +279,7 @@ void ScreenNameEntry::Init()
/* Find out if this column is associated with the START menu button. */ /* Find out if this column is associated with the START menu button. */
GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p ); GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button ); GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
if( mb == MENU_BUTTON_START ) if( mb == GAME_BUTTON_START )
continue; continue;
m_ColToStringIndex[p][iCol] = CurrentStringIndex++; m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
+1 -1
View File
@@ -80,7 +80,7 @@ void ScreenNetRoom::Init()
void ScreenNetRoom::Input( const InputEventPlus &input ) 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 ); m_RoomWheel.Move( 0 );
ScreenNetSelectBase::Input( input ); ScreenNetSelectBase::Input( input );
+4 -4
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@@ -317,8 +317,8 @@ void ScreenNetSelectMusic::MenuLeft( const InputEventPlus &input )
{ {
PlayerNumber pn = input.pn; PlayerNumber pn = input.pn;
bool bLeftPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, pn ); bool bLeftPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn );
bool bRightPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, pn ); bool bRightPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn );
bool bLeftAndRightPressed = bLeftPressed && bRightPressed; bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
if ( bLeftAndRightPressed ) if ( bLeftAndRightPressed )
@@ -331,8 +331,8 @@ void ScreenNetSelectMusic::MenuRight( const InputEventPlus &input )
{ {
PlayerNumber pn = input.pn; PlayerNumber pn = input.pn;
bool bLeftPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, pn ); bool bLeftPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn );
bool bRightPressed = INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, pn ); bool bRightPressed = INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn );
bool bLeftAndRightPressed = bLeftPressed && bRightPressed; bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
if ( bLeftAndRightPressed ) if ( bLeftAndRightPressed )
+7 -7
View File
@@ -523,9 +523,9 @@ void ScreenOptions::Input( const InputEventPlus &input )
case GAME_BUTTON_SELECT: case GAME_BUTTON_SELECT:
case GAME_BUTTON_MENURIGHT: case GAME_BUTTON_MENURIGHT:
case GAME_BUTTON_MENULEFT: case GAME_BUTTON_MENULEFT:
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_START, input.pn ); INPUTMAPPER->ResetKeyRepeat( GAME_BUTTON_START, input.pn );
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_RIGHT, input.pn ); INPUTMAPPER->ResetKeyRepeat( GAME_BUTTON_RIGHT, input.pn );
INPUTMAPPER->ResetKeyRepeat( MENU_BUTTON_LEFT, input.pn ); INPUTMAPPER->ResetKeyRepeat( GAME_BUTTON_LEFT, input.pn );
} }
} }
@@ -797,16 +797,16 @@ void ScreenOptions::MenuStart( const InputEventPlus &input )
break; break;
} }
/* If we are in a three-button mode, check to see if MENU_BUTTON_LEFT and /* If we are in a three-button mode, check to see if GAME_BUTTON_LEFT and
* MENU_BUTTON_RIGHT are being held. */ * GAME_BUTTON_RIGHT are being held. */
switch( m_OptionsNavigation ) switch( m_OptionsNavigation )
{ {
case NAV_THREE_KEY: case NAV_THREE_KEY:
case NAV_TOGGLE_THREE_KEY: case NAV_TOGGLE_THREE_KEY:
{ {
bool bHoldingLeftAndRight = bool bHoldingLeftAndRight =
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, pn ) && INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn ) &&
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, pn ); INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn );
if( bHoldingLeftAndRight ) if( bHoldingLeftAndRight )
{ {
if( MoveRowRelative(pn, -1, input.type != IET_FIRST_PRESS) ) 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 && if( m_bAskOptionsMessage &&
input.type == IET_FIRST_PRESS && input.type == IET_FIRST_PRESS &&
!m_In.IsTransitioning() && !m_In.IsTransitioning() &&
input.MenuI == MENU_BUTTON_START ) input.MenuI == GAME_BUTTON_START )
{ {
if( m_bAcceptedChoices && !m_bGoToOptions ) if( m_bAcceptedChoices && !m_bGoToOptions )
{ {
@@ -95,7 +95,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
ScreenOptionsMaster::Input( input ); ScreenOptionsMaster::Input( input );
// UGLY: Update m_Disqualified whenever Start is pressed // 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]; int row = m_iCurrentRow[pn];
UpdateDisqualified( row, 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 ) if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
this->UpdateSelectableChoices(); 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 // HACK: Only play start sound for the 2nd player who joins. The
// start sound for the 1st player will be played by ScreenTitleMenu // 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 // 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 // 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. // 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 // Check for "Press START again for options" button press
if( m_SelectionState == SelectionState_Finalized && if( m_SelectionState == SelectionState_Finalized &&
input.MenuI == MENU_BUTTON_START && input.MenuI == GAME_BUTTON_START &&
input.type != IET_RELEASE && input.type != IET_RELEASE &&
OPTIONS_MENU_AVAILABLE.GetValue() ) OPTIONS_MENU_AVAILABLE.GetValue() )
{ {
@@ -466,15 +466,15 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
{ {
switch( input.MenuI ) switch( input.MenuI )
{ {
case MENU_BUTTON_LEFT: case GAME_BUTTON_LEFT:
ChangeDifficulty( input.pn, -1 ); ChangeDifficulty( input.pn, -1 );
m_bAcceptSelectRelease[input.pn] = false; m_bAcceptSelectRelease[input.pn] = false;
break; break;
case MENU_BUTTON_RIGHT: case GAME_BUTTON_RIGHT:
ChangeDifficulty( input.pn, +1 ); ChangeDifficulty( input.pn, +1 );
m_bAcceptSelectRelease[input.pn] = false; m_bAcceptSelectRelease[input.pn] = false;
break; break;
case MENU_BUTTON_START: case GAME_BUTTON_START:
m_bAcceptSelectRelease[input.pn] = false; m_bAcceptSelectRelease[input.pn] = false;
if( MODE_MENU_AVAILABLE ) if( MODE_MENU_AVAILABLE )
m_MusicWheel.NextSort(); m_MusicWheel.NextSort();
+2 -2
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@@ -180,8 +180,8 @@ void ScreenSetTime::MenuRight( const InputEventPlus &input )
void ScreenSetTime::MenuStart( const InputEventPlus &input ) void ScreenSetTime::MenuStart( const InputEventPlus &input )
{ {
bool bHoldingLeftAndRight = bool bHoldingLeftAndRight =
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_RIGHT, input.pn ) && INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, input.pn ) &&
INPUTMAPPER->IsBeingPressed( MENU_BUTTON_LEFT, input.pn ); INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, input.pn );
if( bHoldingLeftAndRight ) if( bHoldingLeftAndRight )
ChangeSelection( -1 ); ChangeSelection( -1 );
+1 -1
View File
@@ -1423,7 +1423,7 @@ void HandleInputEvents(float fDeltaTime)
CodeDetector::EnteredCode(input.GameI.controller,CODE_BACK_IN_EVENT_MODE) ) CodeDetector::EnteredCode(input.GameI.controller,CODE_BACK_IN_EVENT_MODE) )
{ {
input.pn = PLAYER_1; input.pn = PLAYER_1;
input.MenuI = MENU_BUTTON_BACK; input.MenuI = GAME_BUTTON_BACK;
} }
SCREENMAN->Input( input ); SCREENMAN->Input( input );