pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -1,7 +1,6 @@
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/*
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* Join players in perparation for ScreenGameplayMultiplayer.
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*/
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#include "global.h"
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#include "ScreenJoinMultiplayer.h"
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#include "RageInput.h"
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@@ -13,6 +12,7 @@ class Style;
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#include "GameCommand.h"
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#include "ScreenPrompt.h"
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#include "ScreenManager.h"
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#include "InputEventPlus.h"
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static const CString MultiPlayerStatusNames[] = {
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@@ -97,18 +97,18 @@ void ScreenJoinMultiplayer::HandleScreenMessage( const ScreenMessage SM )
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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void ScreenJoinMultiplayer::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenJoinMultiplayer::Input( const InputEventPlus &input )
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{
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if( this->IsTransitioning() )
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return;
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// Translate input and sent to the appropriate player. Assume that all
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// joystick devices are mapped the same as the master player.
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if( type == IET_FIRST_PRESS &&
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DeviceI.device >= DEVICE_JOY1 &&
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DeviceI.device < DEVICE_JOY1 + NUM_MultiPlayer )
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if( input.type == IET_FIRST_PRESS &&
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input.DeviceI.device >= DEVICE_JOY1 &&
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input.DeviceI.device < DEVICE_JOY1 + NUM_MultiPlayer )
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{
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DeviceInput di = DeviceI;
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DeviceInput di = input.DeviceI;
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di.device = DEVICE_JOY1;
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GameInput gi;
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INPUTMAPPER->DeviceToGame( di, gi );
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@@ -118,7 +118,7 @@ void ScreenJoinMultiplayer::Input( const DeviceInput& DeviceI, const InputEventT
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MenuInput mi;
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INPUTMAPPER->GameToMenu( gi, mi );
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MultiPlayer p = InputMapper::InputDeviceToMultiPlayer( DeviceI.device );
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MultiPlayer p = InputMapper::InputDeviceToMultiPlayer( input.DeviceI.device );
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// testing hack
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT) ) )
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@@ -160,7 +160,7 @@ void ScreenJoinMultiplayer::Input( const DeviceInput& DeviceI, const InputEventT
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}
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}
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ScreenWithMenuElements::Input( DeviceI, type, GameI, MenuI, StyleI );
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ScreenWithMenuElements::Input( input );
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}
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void ScreenJoinMultiplayer::Update( float fDeltaTime )
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