JoinInput(MenuInput ) -> JoinInput(InputEventPlus)

This commit is contained in:
Glenn Maynard
2006-09-14 03:23:17 +00:00
parent 21d275e21c
commit 754f2edb0f
4 changed files with 10 additions and 10 deletions
+4 -4
View File
@@ -242,15 +242,15 @@ RString Screen::GetPrevScreen() const
}
bool Screen::JoinInput( const MenuInput &MenuI )
bool Screen::JoinInput( const InputEventPlus &input )
{
if( !GAMESTATE->PlayersCanJoin() )
return false;
if( MenuI.IsValid() && MenuI.button==MENU_BUTTON_START )
if( input.MenuI.IsValid() && input.MenuI.button==MENU_BUTTON_START )
{
/* If this side is already in, don't re-join (and re-pay!). */
if(GAMESTATE->m_bSideIsJoined[pn])
if(GAMESTATE->m_bSideIsJoined[input.pn])
return false;
/* subtract coins */
@@ -267,7 +267,7 @@ bool Screen::JoinInput( const MenuInput &MenuI )
if( GAMESTATE->GetNumSidesJoined() > 0 )
SCREENMAN->PlayStartSound();
GAMESTATE->JoinPlayer( pn );
GAMESTATE->JoinPlayer( input.pn );
// don't load memory card profiles here. It's slow and can cause a big skip.
/* Don't load the local profile, either. It causes a 150+ms skip on my A64 3000+,
+1 -1
View File
@@ -61,7 +61,7 @@ public:
virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
static bool JoinInput( const MenuInput &MenuI ); // return true if a player joined
static bool JoinInput( const InputEventPlus &input ); // return true if a player joined
//
// Lua
+1 -1
View File
@@ -150,7 +150,7 @@ void ScreenSelect::Input( const InputEventPlus &input )
bool bAllowJoinInput = !ALLOW_DISABLED_PLAYER_INPUT;
if( input.MenuI.button == MENU_BUTTON_COIN ||
(bAllowJoinInput && Screen::JoinInput(input.MenuI)) )
(bAllowJoinInput && Screen::JoinInput(input)) )
{
if( input.type == IET_FIRST_PRESS )
this->UpdateSelectableChoices();
+4 -4
View File
@@ -712,10 +712,10 @@ void ScreenSelectMaster::MenuStart( PlayerNumber pn )
{
// If the player isn't already joined, try to join them.
// Allow a player to join even if input is locked or someone has already already chosen.
MenuInput MenuI;
MenuI.player = pn;
MenuI.button = MENU_BUTTON_START;
Screen::JoinInput( MenuI );
InputEventPlus input;
input.pn = pn;
input.MenuI.button = MENU_BUTTON_START;
Screen::JoinInput( input );
if( m_fLockInputSecs > 0 )
return;