fix "can't enter codes on ScreenTitleMenu if UseDedicatedMenuButtons is on"

This commit is contained in:
Chris Danford
2004-09-01 08:15:41 +00:00
parent b893ccc271
commit d6c1561dbc
+32 -31
View File
@@ -237,44 +237,45 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
return;
}
if( !MenuI.IsValid() )
return;
if( m_In.IsTransitioning() || m_Back.IsTransitioning() ) /* not m_Out */
return;
switch( MenuI.button )
if( MenuI.IsValid() )
{
case MENU_BUTTON_UP:
case MENU_BUTTON_LEFT:
MoveCursor( true );
break;
case MENU_BUTTON_DOWN:
case MENU_BUTTON_RIGHT:
MoveCursor( false );
break;
case MENU_BUTTON_BACK:
if( m_Out.IsTransitioning() )
break;
Back( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
/* return if the choice is invalid */
const ModeChoice &mc = m_aModeChoices[m_Choice];
CString why;
if( !mc.IsPlayable( &why ) )
switch( MenuI.button )
{
SCREENMAN->PlayInvalidSound();
if( why != "" )
SCREENMAN->SystemMessage( why );
return;
case MENU_BUTTON_UP:
case MENU_BUTTON_LEFT:
MoveCursor( true );
break;
case MENU_BUTTON_DOWN:
case MENU_BUTTON_RIGHT:
MoveCursor( false );
break;
case MENU_BUTTON_BACK:
if( m_Out.IsTransitioning() )
break;
Back( SM_GoToAttractLoop );
break;
case MENU_BUTTON_START:
/* return if the choice is invalid */
const ModeChoice &mc = m_aModeChoices[m_Choice];
CString why;
if( !mc.IsPlayable( &why ) )
{
SCREENMAN->PlayInvalidSound();
if( why != "" )
SCREENMAN->SystemMessage( why );
return;
}
if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
return;
if( !m_Out.IsTransitioning() )
StartTransitioning( SM_GoToNextScreen );
}
if( !Screen::JoinInput( DeviceI, type, GameI, MenuI, StyleI ) )
return;
if( !m_Out.IsTransitioning() )
StartTransitioning( SM_GoToNextScreen );
}
// detect codes