I finally found the code that makes play increment a value in the menu, (from menu.c):
case BGMT_PLAY:
if (menu_help_active) { menu_help_active = 0; /* menu_damage = 1; */ break; }
menu_entry_select( menu, 1 ); // decrement
menu_needs_full_redraw = 1;
//~ menu_damage = 1;
//~ menu_hidden_should_display_help = 0;
break;
so, I'm pretty sure I need to do something like this:
case BGMT_PLAY:
#if defined(!CONFIG_EOSM)
if (menu_help_active) { menu_help_active = 0; /* menu_damage = 1; */ break; }
menu_entry_select( menu, 1 ); // decrement
menu_needs_full_redraw = 1;
//~ menu_damage = 1;
//~ menu_hidden_should_display_help = 0;
break;
#else
menu_toggle_submenu();
break;
#endif
I know this isn't complete, (I have to add conditions like - if we're in ml menu and the entry has children etc...) but I wanted to see if I could make play act like Q all the time first, then add the other stuff when I have it working..
but this isn't working at all....
Any hints guys?