generalize CodeNames

This commit is contained in:
Glenn Maynard
2007-03-16 23:33:41 +00:00
parent 8857adfd8b
commit 1189f94ede
7 changed files with 40 additions and 76 deletions
+35
View File
@@ -13,6 +13,8 @@
#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
void Screen::InitScreen( Screen *pScreen )
{
@@ -36,6 +38,28 @@ void Screen::Init()
REPEAT_RATE.Load( m_sName, "RepeatRate" );
REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
//
// Load codes
//
{
split( CODE_NAMES, ",", m_asCodeNames, true );
for( unsigned c=0; c<m_asCodeNames.size(); c++ )
{
vector<RString> asBits;
split( m_asCodeNames[c], "=", asBits, true );
RString sCodeName = asBits[0];
if( asBits.size() > 1 )
m_asCodeNames[c] = asBits[1];
InputQueueCode code;
if( !code.Load(CODE(sCodeName)) )
continue;
m_aCodes.push_back( code );
}
}
SetFOV( 0 );
m_smSendOnPop = SM_None;
@@ -160,6 +184,17 @@ bool Screen::OverlayInput( const InputEventPlus &input )
void Screen::Input( const InputEventPlus &input )
{
for( unsigned i = 0; i < m_aCodes.size(); ++i )
{
if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
continue;
Message msg("Code");
msg.SetParam( "PlayerNumber", input.pn );
msg.SetParam( "Name", m_asCodeNames[i] );
this->HandleMessage( msg );
}
/* Don't send release messages with the default handler. */
switch( input.type )
{