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 -7
View File
@@ -21,6 +21,7 @@
#include "InputMapper.h"
#include "RageLog.h"
#include "song.h"
#include "InputEventPlus.h"
AutoScreenMessage( SM_NoSongs )
AutoScreenMessage( SM_ChangeSong )
@@ -105,9 +106,7 @@ void ScreenNetSelectMusic::Init()
m_bAllowInput = false;
}
void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventType type,
const GameInput& GameI, const MenuInput& MenuI,
const StyleInput& StyleI )
void ScreenNetSelectMusic::Input( const InputEventPlus &input )
{
if( !m_bAllowInput )
return;
@@ -115,13 +114,13 @@ void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
return;
if ( type == IET_RELEASE )
if ( input.type == IET_RELEASE )
{
m_MusicWheel.Move(0);
return;
}
if( (type != IET_FIRST_PRESS) && (type != IET_SLOW_REPEAT) && (type != IET_FAST_REPEAT ) )
if( (input.type != IET_FIRST_PRESS) && (input.type != IET_SLOW_REPEAT) && (input.type != IET_FAST_REPEAT ) )
return;
bool bHoldingCtrl =
@@ -129,7 +128,7 @@ void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL)) ||
(!NSMAN->useSMserver); //If we are disconnected, assume no chatting
char c = (char) toupper(DeviceI.ToChar() );
char c = (char) toupper(input.DeviceI.ToChar() );
if ( bHoldingCtrl && ( c >= 'A' ) && ( c <= 'Z' ) )
{
@@ -146,7 +145,7 @@ void ScreenNetSelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
//m_MusicWheel.Move( -1 );
}
ScreenNetSelectBase::Input( DeviceI, type, GameI, MenuI, StyleI );
ScreenNetSelectBase::Input( input );
}
void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )