This commit is contained in:
Glenn Maynard
2006-09-14 05:18:40 +00:00
parent 6ab3e33490
commit 3fe68d7f7d
7 changed files with 9 additions and 16 deletions
+1 -8
View File
@@ -771,15 +771,8 @@ PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
{
MenuI = MenuInput(); // invalid GameInput
const Game* pGame = GAMESTATE->GetCurrentGame();
MenuButton mb = pGame->GameInputToMenuButton( GameI );
if( mb == MenuButton_INVALID )
return;
MenuI.button = mb;
MenuI.button = pGame->GameInputToMenuButton( GameI );
}
void InputMapper::MenuToGame( const MenuInput &MenuI, PlayerNumber pn, GameInput GameIout[4] )
+2 -2
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@@ -190,7 +190,7 @@ void Screen::Input( const InputEventPlus &input )
}
/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
if( input.MenuI.button == MENU_BUTTON_BACK && input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC )
if( input.MenuI == MENU_BUTTON_BACK && input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC )
{
this->MenuBack( input.pn );
return;
@@ -247,7 +247,7 @@ bool Screen::JoinInput( const InputEventPlus &input )
if( !GAMESTATE->PlayersCanJoin() )
return false;
if( input.MenuI.IsValid() && input.MenuI.button==MENU_BUTTON_START )
if( input.MenuI.IsValid() && input.MenuI == MENU_BUTTON_START )
{
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[input.pn])
+1 -1
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@@ -74,7 +74,7 @@ void ScreenAttract::AttractInput( const InputEventPlus &input, ScreenWithMenuEle
LOG->Trace("ScreenAttract::AttractInput: begin fading to START_SCREEN" );
/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
if( input.MenuI.button != MENU_BUTTON_COIN )
if( input.MenuI != MENU_BUTTON_COIN )
SCREENMAN->PlayCoinSound();
SOUNDMAN->SetPlayOnlyCriticalSounds( false ); // unmute attract sounds
+1 -1
View File
@@ -77,7 +77,7 @@ void ScreenNetRoom::Init()
void ScreenNetRoom::Input( const InputEventPlus &input )
{
if (((input.MenuI.button == MENU_BUTTON_LEFT) || (input.MenuI.button == MENU_BUTTON_RIGHT)) && (input.type == IET_RELEASE))
if ((input.MenuI == MENU_BUTTON_LEFT || input.MenuI == MENU_BUTTON_RIGHT) && input.type == IET_RELEASE)
m_RoomWheel.Move(0);
ScreenNetSelectBase::Input( input );
+2 -2
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@@ -84,7 +84,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
input.type == IET_FIRST_PRESS &&
!m_In.IsTransitioning() &&
input.MenuI.IsValid() &&
input.MenuI.button == MENU_BUTTON_START )
input.MenuI == MENU_BUTTON_START )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
{
@@ -119,7 +119,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
ScreenOptionsMaster::Input( input );
// UGLY: Update m_Disqualified whenever Start is pressed
if( GAMESTATE->IsHumanPlayer(pn) && input.MenuI.IsValid() && input.MenuI.button == MENU_BUTTON_START )
if( GAMESTATE->IsHumanPlayer(pn) && input.MenuI.IsValid() && input.MenuI == MENU_BUTTON_START )
{
int row = m_iCurrentRow[pn];
UpdateDisqualified( row, pn );
+1 -1
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@@ -149,7 +149,7 @@ void ScreenSelect::Input( const InputEventPlus &input )
// user will still be on the title menu.
bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT;
if( input.MenuI.button == MENU_BUTTON_COIN ||
if( input.MenuI == MENU_BUTTON_COIN ||
(bAllowJoinInput && Screen::JoinInput(input)) )
{
if( input.type == IET_FIRST_PRESS )
+1 -1
View File
@@ -714,7 +714,7 @@ void ScreenSelectMaster::MenuStart( PlayerNumber pn )
// Allow a player to join even if input is locked or someone has already already chosen.
InputEventPlus input;
input.pn = pn;
input.MenuI.button = MENU_BUTTON_START;
input.MenuI = MENU_BUTTON_START;
Screen::JoinInput( input );
if( m_fLockInputSecs > 0 )