remove MenuInput.IsValid(); if invalid, the button is simply MenuButton_INVALID

This commit is contained in:
Glenn Maynard
2006-09-14 20:31:46 +00:00
parent c559ff69b6
commit f1cd95828e
10 changed files with 51 additions and 69 deletions
+36 -42
View File
@@ -49,57 +49,51 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
if( input.type != IET_FIRST_PRESS )
return; // don't care
if( input.MenuI.IsValid() )
switch( input.MenuI.button )
{
switch( input.MenuI.button )
{
case MENU_BUTTON_BACK:
if( !(bool)BACK_GOES_TO_START_SCREEN )
break;
// fall through
case MENU_BUTTON_START:
case MENU_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case COIN_MODE_PAY:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case COIN_MODE_HOME:
case COIN_MODE_FREE:
if( pScreen->IsTransitioning() )
return;
LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
if( input.MenuI != MENU_BUTTON_COIN )
SCREENMAN->PlayCoinSound();
SOUNDMAN->SetPlayOnlyCriticalSounds( false ); // unmute attract sounds
pScreen->Cancel( SM_GoToStartScreen );
break;
default:
ASSERT(0);
}
case MENU_BUTTON_BACK:
if( !(bool)BACK_GOES_TO_START_SCREEN )
break;
// fall through
case MENU_BUTTON_START:
case MENU_BUTTON_COIN:
switch( GAMESTATE->GetCoinMode() )
{
case COIN_MODE_PAY:
LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit.Get() );
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case COIN_MODE_HOME:
case COIN_MODE_FREE:
if( pScreen->IsTransitioning() )
return;
LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
if( input.MenuI != MENU_BUTTON_COIN )
SCREENMAN->PlayCoinSound();
SOUNDMAN->SetPlayOnlyCriticalSounds( false ); // unmute attract sounds
pScreen->Cancel( SM_GoToStartScreen );
break;
default:
ASSERT(0);
}
break;
}
if( pScreen->IsTransitioning() )
return;
if( input.MenuI.IsValid() )
switch( input.MenuI.button )
{
switch( input.MenuI.button )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break;
}
}
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break;
}
// Screen::Input( input );
}