pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -8,6 +8,7 @@
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#include "ThemeManager.h"
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#include "ScreenDimensions.h"
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#include "ActorUtil.h"
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#include "InputEventPlus.h"
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PromptAnswer ScreenPrompt::s_LastAnswer = ANSWER_YES;
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bool ScreenPrompt::s_bCancelledLast = false;
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@@ -90,19 +91,19 @@ void ScreenPrompt::BeginScreen()
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m_In.StartTransitioning();
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}
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void ScreenPrompt::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenPrompt::Input( const InputEventPlus &input )
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{
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( DeviceI.device==DEVICE_KEYBOARD && type==IET_FIRST_PRESS )
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if( input.DeviceI.device==DEVICE_KEYBOARD && input.type==IET_FIRST_PRESS )
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{
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PlayerNumber pn;
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if ( GAMESTATE->GetCurrentStyle() == NULL )
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pn = (PlayerNumber)GameI.controller;
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pn = (PlayerNumber)input.GameI.controller;
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else
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pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
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switch( DeviceI.button )
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pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( input.GameI.controller );
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switch( input.DeviceI.button )
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{
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case KEY_LEFT:
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this->MenuLeft( pn );
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@@ -113,7 +114,7 @@ void ScreenPrompt::Input( const DeviceInput& DeviceI, const InputEventType type,
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}
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}
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ScreenWithMenuElements::Input( DeviceI, type, GameI, MenuI, StyleI );
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ScreenWithMenuElements::Input( input );
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}
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bool ScreenPrompt::CanGoRight()
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