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
+5 -4
View File
@@ -18,6 +18,7 @@
#include "StatsManager.h"
#include "PlayerState.h"
#include "CommonMetrics.h"
#include "InputEventPlus.h"
CString GetStatsLineTitle( PlayerNumber pn, EndingStatsLine line )
@@ -237,12 +238,12 @@ void ScreenEnding::Init()
GAMESTATE->Reset();
}
void ScreenEnding::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenEnding::Input( const InputEventPlus &input )
{
bool bIsTransitioning = m_In.IsTransitioning() || m_Out.IsTransitioning();
if( MenuI.IsValid() && !bIsTransitioning )
if( input.MenuI.IsValid() && !bIsTransitioning )
{
switch( MenuI.button )
switch( input.MenuI.button )
{
case MENU_BUTTON_START:
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
@@ -250,7 +251,7 @@ void ScreenEnding::Input( const DeviceInput& DeviceI, const InputEventType type,
}
}
ScreenAttract::Input( DeviceI, type, GameI, MenuI, StyleI );
ScreenAttract::Input( input );
}
/*