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
+6 -5
View File
@@ -18,6 +18,7 @@
#include "StatsManager.h"
#include "CommonMetrics.h"
#include "PrefsManager.h"
#include "InputEventPlus.h"
#define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability")
@@ -241,16 +242,16 @@ void ScreenJukebox::Init()
m_DancingState = STATE_DANCING;
}
void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenJukebox::Input( const InputEventPlus &input )
{
//LOG->Trace( "ScreenJukebox::Input()" );
if( type != IET_FIRST_PRESS )
if( input.type != IET_FIRST_PRESS )
return; /* ignore */
if( MenuI.IsValid() )
if( input.MenuI.IsValid() )
{
switch( MenuI.button )
switch( input.MenuI.button )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
@@ -259,7 +260,7 @@ void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type
}
}
ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, this );
ScreenAttract::AttractInput( input, this );
}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )