Separate in-game bindings from menu bindings
Also preemptive version bump
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@@ -63,25 +63,25 @@ function TuningScene:render()
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end
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function TuningScene:onInputPress(e)
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if e.input == "menu_decide" or e.scancode == "return" then
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if e.input == "menu_decide" then
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playSE("mode_decide")
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saveConfig()
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scene = SettingsScene()
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elseif e.input == "up" or e.scancode == "up" then
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elseif e.input == "menu_up" then
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playSE("cursor")
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self.highlight = Mod1(self.highlight-1, optioncount)
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elseif e.input == "down" or e.scancode == "down" then
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elseif e.input == "menu_down" then
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playSE("cursor")
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self.highlight = Mod1(self.highlight+1, optioncount)
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elseif e.input == "left" or e.scancode == "left" then
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elseif e.input == "menu_left" then
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playSE("cursor")
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sld = self[self.options[self.highlight][3]]
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sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 1) / (sld.max - sld.min)))
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elseif e.input == "right" or e.scancode == "right" then
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elseif e.input == "menu_right" then
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playSE("cursor")
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sld = self[self.options[self.highlight][3]]
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sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 1) / (sld.max - sld.min)))
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
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elseif e.input == "menu_back" then
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loadSave()
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scene = SettingsScene()
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end
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