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
@@ -31,6 +31,7 @@
#include "Command.h"
#include "CommonMetrics.h"
#include "ScoreKeeperMAX2.h"
#include "InputEventPlus.h"
const int NUM_SCORE_DIGITS = 9;
@@ -1151,21 +1152,21 @@ void ScreenEvaluation::TweenOursOffScreen()
OFF_COMMAND( m_sprTryExtraStage );
}
void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenEvaluation::Input( const InputEventPlus &input )
{
// LOG->Trace( "ScreenEvaluation::Input()" );
if( IsTransitioning() )
return;
if( GameI.IsValid() )
if( input.GameI.IsValid() )
{
PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
HighScore &hs = m_HighScore[pn];
if( CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT1) ||
CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT2) )
if( CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT1) ||
CodeDetector::EnteredCode(input.GameI.controller, CODE_SAVE_SCREENSHOT2) )
{
if( !m_bSavedScreenshot[pn] && // only allow one screenshot
PROFILEMAN->IsPersistentProfile(pn) )
@@ -1197,7 +1198,7 @@ void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType t
}
}
ScreenWithMenuElements::Input( DeviceI, type, GameI, MenuI, StyleI );
ScreenWithMenuElements::Input( input );
}
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )