Change MenuUp(pn,type) overrides to MenuUp(IEP), so info like DeviceI.ts is always accessible.

This commit is contained in:
Glenn Maynard
2005-09-23 00:44:52 +00:00
parent df8153cf7b
commit 6ea2f37a36
40 changed files with 218 additions and 185 deletions
+16 -10
View File
@@ -310,45 +310,51 @@ done:
ScreenNetSelectBase::HandleScreenMessage( SM );
}
void ScreenNetSelectMusic::MenuLeft( PlayerNumber pn, const InputEventType type )
void ScreenNetSelectMusic::MenuLeft( const InputEventPlus &input )
{
bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) );
bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) );
bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(input.MenuI.player, MENU_BUTTON_LEFT) );
bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(input.MenuI.player, MENU_BUTTON_RIGHT) );
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
if ( type == IET_FIRST_PRESS )
if( input.type == IET_FIRST_PRESS )
{
if ( bLeftAndRightPressed )
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
else
m_MusicWheel.Move( -1 );
}
}
void ScreenNetSelectMusic::MenuRight( PlayerNumber pn, const InputEventType type )
void ScreenNetSelectMusic::MenuRight( const InputEventPlus &input )
{
bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput ( pn, MENU_BUTTON_LEFT ) );
bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput( pn, MENU_BUTTON_RIGHT )) ;
bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput (input.MenuI.player, MENU_BUTTON_LEFT) );
bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(input.MenuI.player, MENU_BUTTON_RIGHT) ) ;
bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
if ( type == IET_FIRST_PRESS )
if( input.type == IET_FIRST_PRESS )
{
if ( bLeftAndRightPressed )
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
else
m_MusicWheel.Move( +1 );
}
}
void ScreenNetSelectMusic::MenuUp( PlayerNumber pn, const InputEventType type )
void ScreenNetSelectMusic::MenuUp( const InputEventPlus &input )
{
NSMAN->ReportNSSOnOff(3);
GAMESTATE->m_EditMode = EDIT_MODE_FULL;
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
}
void ScreenNetSelectMusic::MenuDown( PlayerNumber pn, const InputEventType type )
void ScreenNetSelectMusic::MenuDown( const InputEventPlus &input )
{
/*Tricky: If we have a player on player 2, and there is only
player 2, allow them to use player 1's controls to change
their difficulty. */
/* Why? Nothing else allows that. */
PlayerNumber pn = input.MenuI.player;
if ( GAMESTATE->IsPlayerEnabled( PLAYER_2 ) &&
!GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
pn = PLAYER_2;