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
+4 -5
View File
@@ -10,6 +10,7 @@
#include "Command.h"
#include "WheelItemBase.h"
#include "RageLog.h"
#include "InputEventPlus.h"
#define TITLEBG_WIDTH THEME->GetMetricF(m_sName,"TitleBGWidth")
#define TITLEBG_HEIGHT THEME->GetMetricF(m_sName,"TitleBGHeight")
@@ -66,14 +67,12 @@ void ScreenNetRoom::Init()
NSMAN->ReportNSSOnOff(7);
}
void ScreenNetRoom::Input( const DeviceInput& DeviceI, const InputEventType type,
const GameInput& GameI, const MenuInput& MenuI,
const StyleInput& StyleI )
void ScreenNetRoom::Input( const InputEventPlus &input )
{
if (((MenuI.button == MENU_BUTTON_LEFT) || (MenuI.button == MENU_BUTTON_RIGHT)) && (type == IET_RELEASE))
if (((input.MenuI.button == MENU_BUTTON_LEFT) || (input.MenuI.button == MENU_BUTTON_RIGHT)) && (input.type == IET_RELEASE))
m_RoomWheel.Move(0);
ScreenNetSelectBase::Input( DeviceI, type, GameI, MenuI, StyleI );
ScreenNetSelectBase::Input( input );
}
void ScreenNetRoom::HandleScreenMessage( const ScreenMessage SM )