don't crash if a button is pressed that's not directly mapped in the current mode (eg. EDIT_BUTTON_ADJUST_FINE)

This commit is contained in:
Glenn Maynard
2006-06-15 07:02:03 +00:00
parent 960da85a05
commit d9184b84b3
-3
View File
@@ -1135,7 +1135,6 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
switch( EditB )
{
DEFAULT_FAIL( EditB );
case EDIT_BUTTON_COLUMN_0:
case EDIT_BUTTON_COLUMN_1:
case EDIT_BUTTON_COLUMN_2:
@@ -1928,7 +1927,6 @@ void ScreenEdit::InputRecordPaused( const InputEventPlus &input, EditButton Edit
switch( EditB )
{
DEFAULT_FAIL( EditB );
case EDIT_BUTTON_UNDO:
/* We've already actually committed changes to m_NoteDataEdit, so all we have
* to do to undo is Undo() as usual, and copy the note data back in. */
@@ -1982,7 +1980,6 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
switch( EditB )
{
DEFAULT_FAIL( EditB );
case EDIT_BUTTON_RETURN_TO_EDIT:
/* When exiting play mode manually, leave the cursor where it is. */
m_fBeatToReturnTo = GAMESTATE->m_fSongBeat;