selectType ->type

This commit is contained in:
Glenn Maynard
2005-04-29 06:28:04 +00:00
parent 64dbc29fb0
commit 546b32b9f5
+4 -3
View File
@@ -472,7 +472,7 @@ void ScreenOptions::DrawPrimitives()
Screen::DrawPrimitives();
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType selectType, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
* when we're transitioning out. */
@@ -482,11 +482,12 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType sele
if( !GAMESTATE->IsHumanPlayer(MenuI.player) )
return;
if( selectType == IET_RELEASE )
if( type == IET_RELEASE )
{
switch( MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_SELECT:
case MENU_BUTTON_RIGHT:
case MENU_BUTTON_LEFT:
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_START) );
@@ -496,7 +497,7 @@ void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType sele
}
// default input handler
Screen::Input( DeviceI, selectType, GameI, MenuI, StyleI );
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )