reverting changes as input can be catched by Code messages

This commit is contained in:
Vecais Dumais Laacis
2007-08-08 09:13:19 +00:00
parent f69381d388
commit 1876f49ce4
+1 -16
View File
@@ -12,7 +12,6 @@
#include "InputEventPlus.h"
#include "RageInput.h"
#include "RageLog.h"
#include "InputMapper.h"
REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
@@ -144,21 +143,7 @@ void ScreenNameEntryTraditional::Input( const InputEventPlus &input )
{
if( IsTransitioning() )
return;
if( input.MenuI != GameButton_Invalid && input.pn != PlayerNumber_Invalid )
{
switch( input.type )
{
case IET_FIRST_PRESS:
case IET_REPEAT:
{
Message msg( "Input" );
msg.SetParam( "PlayerNumber", input.pn );
msg.SetParam( "MenuItem", GameButtonToString( INPUTMAPPER->GetInputScheme(), input.MenuI ) );
this->HandleMessage( msg );
break;
}
}
}
ScreenWithMenuElements::Input( input );
}