merge OverlayInput into Input. overlay screens can still intercept input if they want.
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@@ -504,14 +504,12 @@ void ScreenManager::Input( const InputEventPlus &input )
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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// First, give overlay screens a shot at the input. If OverlayInput returns
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// true, it handled the input, so don't pass it further. OverlayInput could
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// probably be merged with Input, but that would require changing all Input
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// overloads, as well as all MenuLeft, etc. overloads.
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// First, give overlay screens a shot at the input. If Input returns
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// true, it handled the input, so don't pass it further.
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for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
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{
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Screen *pScreen = g_OverlayScreens[i];
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if( pScreen->OverlayInput(input) )
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if( pScreen->Input(input) )
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return;
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}
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