add hold 2 buttons for debug overlay (for joysticks)

This commit is contained in:
Chris Danford
2005-08-16 19:56:37 +00:00
parent 639bf366a9
commit 8dec6d6f3a
+14 -6
View File
@@ -39,12 +39,14 @@ ScreenDebugOverlay::~ScreenDebugOverlay()
struct MapDebugToDI
{
DeviceInput holdForDebug;
DeviceInput holdForDebug1;
DeviceInput holdForDebug2;
DeviceInput debugButton[NUM_DEBUG_LINES];
DeviceInput gameplayButton[NUM_DEBUG_LINES];
void Clear()
{
holdForDebug.MakeInvalid();
holdForDebug1.MakeInvalid();
holdForDebug2.MakeInvalid();
FOREACH_DebugLine(i)
{
debugButton[i].MakeInvalid();
@@ -74,7 +76,8 @@ void ScreenDebugOverlay::Init()
{
g_Mappings.Clear();
g_Mappings.holdForDebug = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
g_Mappings.holdForDebug2.MakeInvalid();
g_Mappings.gameplayButton[0] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
g_Mappings.gameplayButton[1] = DeviceInput(DEVICE_KEYBOARD, KEY_F7);
@@ -307,11 +310,16 @@ void ScreenDebugOverlay::UpdateText()
bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( DeviceI == g_Mappings.holdForDebug )
if( DeviceI == g_Mappings.holdForDebug1 ||
DeviceI == g_Mappings.holdForDebug2 )
{
if( type == IET_FIRST_PRESS )
bool bHoldingBoth =
(!g_Mappings.holdForDebug1.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug1)) &&
(!g_Mappings.holdForDebug2.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug2));
if( bHoldingBoth )
g_bIsDisplayed = true;
else if( type == IET_RELEASE )
else
g_bIsDisplayed = false;
}