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
+3 -3
View File
@@ -433,7 +433,7 @@ void ScreenManager::Draw()
}
void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenManager::Input( const InputEventPlus &input )
{
// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
@@ -445,7 +445,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
{
Screen *pScreen = g_OverlayScreens[i];
if( pScreen->OverlayInput(DeviceI, type, GameI, MenuI, StyleI) )
if( pScreen->OverlayInput(input) )
return;
}
@@ -455,7 +455,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
return;
if( !g_ScreenStack.empty() )
g_ScreenStack.back().m_pScreen->Input( DeviceI, type, GameI, MenuI, StyleI );
g_ScreenStack.back().m_pScreen->Input( input );
}
/* Just create a new screen; don't do any associated cleanup. */