pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -433,7 +433,7 @@ void ScreenManager::Draw()
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}
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void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenManager::Input( const InputEventPlus &input )
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{
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// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
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@@ -445,7 +445,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
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{
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Screen *pScreen = g_OverlayScreens[i];
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if( pScreen->OverlayInput(DeviceI, type, GameI, MenuI, StyleI) )
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if( pScreen->OverlayInput(input) )
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return;
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}
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@@ -455,7 +455,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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return;
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if( !g_ScreenStack.empty() )
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g_ScreenStack.back().m_pScreen->Input( DeviceI, type, GameI, MenuI, StyleI );
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g_ScreenStack.back().m_pScreen->Input( input );
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}
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/* Just create a new screen; don't do any associated cleanup. */
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