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
+9 -8
View File
@@ -14,6 +14,7 @@
#include "GameCommand.h"
#include "OptionRowHandler.h"
#include "LuaBinding.h"
#include "InputEventPlus.h"
/*
@@ -580,32 +581,32 @@ void ScreenOptions::Update( float fDeltaTime )
ScreenWithMenuElements::Update( fDeltaTime );
}
void ScreenOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenOptions::Input( const InputEventPlus &input )
{
/* Allow input when transitioning in (m_In.IsTransitioning()), but ignore it
* when we're transitioning out. */
if( m_Cancel.IsTransitioning() || m_Out.IsTransitioning() || m_fLockInputSecs > 0 )
return;
if( !GAMESTATE->IsHumanPlayer(MenuI.player) )
if( !GAMESTATE->IsHumanPlayer(input.MenuI.player) )
return;
if( type == IET_RELEASE )
if( input.type == IET_RELEASE )
{
switch( MenuI.button )
switch( input.MenuI.button )
{
case MENU_BUTTON_START:
case MENU_BUTTON_SELECT:
case MENU_BUTTON_RIGHT:
case MENU_BUTTON_LEFT:
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_START) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_RIGHT) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(MenuI.player, MENU_BUTTON_LEFT) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_START) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_RIGHT) );
INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_LEFT) );
}
}
// default input handler
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
Screen::Input( input );
}
void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )