remove MenuX(pn)
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+10
-24
@@ -153,22 +153,6 @@ void Screen::Update( float fDeltaTime )
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}
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}
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void Screen::MenuUp( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuUp(input.pn); }
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void Screen::MenuDown( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuDown(input.pn); }
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void Screen::MenuLeft( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuLeft(input.pn); }
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void Screen::MenuRight( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuRight(input.pn); }
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void Screen::MenuStart( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuStart(input.pn); }
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void Screen::MenuSelect( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuSelect(input.pn); }
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void Screen::MenuBack( const InputEventPlus &input )
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{
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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if( !PREFSMAN->m_bDelayedBack || input.type==IET_REPEAT || (input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC) )
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MenuBack( input.pn );
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}
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void Screen::MenuCoin( const InputEventPlus &input ) { if(input.type==IET_FIRST_PRESS) MenuCoin(input.pn); }
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/* ScreenManager sends input here first. Overlay screens can use it to get a first
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* pass at input. Return true if the input was handled and should not be passed
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* to lower screens, or false if not handled. If true is returned, Input() will
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@@ -197,7 +181,11 @@ void Screen::Input( const InputEventPlus &input )
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case MENU_BUTTON_DOWN: this->MenuDown ( input ); return;
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case MENU_BUTTON_LEFT: this->MenuLeft ( input ); return;
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case MENU_BUTTON_RIGHT: this->MenuRight ( input ); return;
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case MENU_BUTTON_BACK: this->MenuBack ( input ); return;
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case MENU_BUTTON_BACK:
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/* Don't make the user hold the back button if they're pressing escape and escape is the back button. */
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if( !PREFSMAN->m_bDelayedBack || input.type==IET_REPEAT || (input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC) )
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this->MenuBack( input );
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return;
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case MENU_BUTTON_START: this->MenuStart ( input ); return;
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case MENU_BUTTON_SELECT:this->MenuSelect( input ); return;
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case MENU_BUTTON_COIN: this->MenuCoin ( input ); return;
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@@ -209,7 +197,11 @@ void Screen::HandleScreenMessage( const ScreenMessage SM )
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if( SM == SM_MenuTimer )
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{
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FOREACH_HumanPlayer(p)
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MenuStart( p );
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{
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InputEventPlus iep;
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iep.pn = p;
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MenuStart( iep );
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}
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}
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else if( SM == SM_GoToNextScreen || SM == SM_GoToPrevScreen )
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{
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@@ -270,12 +262,6 @@ bool Screen::JoinInput( PlayerNumber pn )
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return true;
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}
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void Screen::MenuCoin( PlayerNumber pn )
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{
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// This is now handled globally by Stepmania.cpp -- Miryokuteki
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}
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void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay )
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{
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ASSERT( fDelay >= 0.0 );
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