add AllowRepeatingInput

This commit is contained in:
Chris Danford
2005-04-04 02:34:56 +00:00
parent 6d2f449bcf
commit 446c8cb5ae
4 changed files with 78 additions and 58 deletions
+50 -50
View File
@@ -112,63 +112,63 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
{
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
if( type != IET_FIRST_PRESS )
return;
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
if( type == IET_FIRST_PRESS )
{
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
return;
}
/* If the CoinMode was changed, we need to reload this screen
* so that the right m_aGameCommands will show */
if( ScreenAttract::ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI ) )
{
SCREENMAN->SetNewScreen( COIN_MODE_CHANGE_SCREEN );
return;
}
if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
//
// detect codes
//
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
{
THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( m_sName );
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
{
vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames );
ASSERT( !vGames.empty() );
vector<const Game*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
ASSERT( iter != vGames.end() );
if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
//
// detect codes
//
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
{
THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon
SCREENMAN->SystemMessage( "Theme: "+THEME->GetCurThemeName() );
SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
if( sName=="" ) sName = "(none)";
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( m_sName );
}
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
{
vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames );
ASSERT( !vGames.empty() );
vector<const Game*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
ASSERT( iter != vGames.end() );
iter++; // move to the next game
iter++; // move to the next game
// wrap
if( iter == vGames.end() )
iter = vGames.begin();
// wrap
if( iter == vGames.end() )
iter = vGames.begin();
GAMESTATE->m_pCurGame = *iter;
GAMESTATE->m_pCurGame = *iter;
/* Reload the theme if it's changed, but don't back to the initial screen. */
ResetGame( false );
/* Reload the theme if it's changed, but don't back to the initial screen. */
ResetGame( false );
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
SCREENMAN->SetNewScreen( m_sName );
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
SCREENMAN->SetNewScreen( m_sName );
}
}
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );