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 -3
View File
@@ -9,6 +9,7 @@
#include "DateTime.h"
#include "EnumHelper.h"
#include "arch/ArchHooks/ArchHooks.h"
#include "InputEventPlus.h"
static const CString SetTimeSelectionNames[] = {
"Year",
@@ -108,15 +109,15 @@ void ScreenSetTime::Update( float fDelta )
m_textValue[day].SetText( ssprintf("%02d",now.tm_mday) );
}
void ScreenSetTime::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenSetTime::Input( const InputEventPlus &input )
{
if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
if( input.type != IET_FIRST_PRESS && input.type != IET_SLOW_REPEAT )
return; // ignore
if( IsTransitioning() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
Screen::Input( input ); // default handler
}
void ScreenSetTime::ChangeValue( int iDirection )