pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -13,6 +13,7 @@
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#include "Style.h"
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#include "PlayerState.h"
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#include "Foreach.h"
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#include "InputEventPlus.h"
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REGISTER_SCREEN_CLASS( ScreenPlayerOptions );
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ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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@@ -74,13 +75,13 @@ void ScreenPlayerOptions::BeginScreen()
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}
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}
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void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenPlayerOptions::Input( const InputEventPlus &input )
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{
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if( m_bAskOptionsMessage &&
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type == IET_FIRST_PRESS &&
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input.type == IET_FIRST_PRESS &&
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!m_In.IsTransitioning() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START )
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input.MenuI.IsValid() &&
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input.MenuI.button == MENU_BUTTON_START )
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{
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if( m_bAcceptedChoices && !m_bGoToOptions )
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{
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@@ -90,8 +91,8 @@ void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventTyp
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}
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}
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
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if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
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PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
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if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(input.GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
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{
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if( m_CancelAll.IsLoaded() )
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m_CancelAll.Play();
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@@ -112,10 +113,10 @@ void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventTyp
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}
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}
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ScreenOptionsMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
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ScreenOptionsMaster::Input( input );
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// UGLY: Update m_Disqualified whenever Start is pressed
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if( GAMESTATE->IsHumanPlayer(pn) && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START )
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if( GAMESTATE->IsHumanPlayer(pn) && input.MenuI.IsValid() && input.MenuI.button == MENU_BUTTON_START )
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{
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int row = m_iCurrentRow[pn];
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UpdateDisqualified( row, pn );
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