pass around InputEventPlus in Screen::Input instead of multiple input structures

This commit is contained in:
Chris Danford
2005-09-05 02:26:50 +00:00
parent 056dd1b1d5
commit bb10c7c21f
83 changed files with 506 additions and 427 deletions
+7 -6
View File
@@ -19,6 +19,7 @@
#include "CodeDetector.h"
#include "RageInput.h"
#include "RageDisplay.h"
#include "InputEventPlus.h"
static bool g_bIsDisplayed = false;
static bool g_bIsSlow = false;
@@ -256,10 +257,10 @@ void ScreenDebugOverlay::UpdateText()
}
}
bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
{
if( DeviceI == g_Mappings.holdForDebug1 ||
DeviceI == g_Mappings.holdForDebug2 )
if( input.DeviceI == g_Mappings.holdForDebug1 ||
input.DeviceI == g_Mappings.holdForDebug2 )
{
bool bHoldingBoth =
(!g_Mappings.holdForDebug1.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug1)) &&
@@ -275,10 +276,10 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
{
int i = p-g_pvpSubscribers->begin();
if( (g_bIsDisplayed && DeviceI == g_Mappings.debugButton[i]) ||
(IsGameplay() && DeviceI == g_Mappings.gameplayButton[i]) )
if( (g_bIsDisplayed && input.DeviceI == g_Mappings.debugButton[i]) ||
(IsGameplay() && input.DeviceI == g_Mappings.gameplayButton[i]) )
{
if( type != IET_FIRST_PRESS )
if( input.type != IET_FIRST_PRESS )
return true; /* eat the input but do nothing */
BitmapText &txt1 = *m_vptextButton[i];