pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -21,6 +21,7 @@
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#include "PlayerState.h"
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#include "Style.h"
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#include "NoteSkinManager.h"
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#include "InputEventPlus.h"
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//
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@@ -343,30 +344,30 @@ void ScreenNameEntry::DrawPrimitives()
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}
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}
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void ScreenNameEntry::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenNameEntry::Input( const InputEventPlus &input )
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{
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LOG->Trace( "ScreenNameEntry::Input()" );
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( type != IET_FIRST_PRESS )
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if( input.type != IET_FIRST_PRESS )
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return; // ignore
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if( StyleI.IsValid() && m_bStillEnteringName[StyleI.player])
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if( input.StyleI.IsValid() && m_bStillEnteringName[input.StyleI.player])
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{
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int StringIndex = m_ColToStringIndex[StyleI.player][StyleI.col];
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if(StringIndex != -1)
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int iStringIndex = m_ColToStringIndex[input.StyleI.player][input.StyleI.col];
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if( iStringIndex != -1 )
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{
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m_ReceptorArrowRow[StyleI.player].Step( StyleI.col, TNS_MARVELOUS );
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m_ReceptorArrowRow[input.StyleI.player].Step( input.StyleI.col, TNS_MARVELOUS );
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m_soundStep.Play();
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char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
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m_textSelectedChars[StyleI.player][StyleI.col].SetText( ssprintf("%c",c) );
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m_sSelectedName[StyleI.player][StringIndex] = c;
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m_textSelectedChars[input.StyleI.player][input.StyleI.col].SetText( ssprintf("%c",c) );
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m_sSelectedName[input.StyleI.player][iStringIndex] = c;
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}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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Screen::Input( input );
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}
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void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
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