pass around InputEventPlus in Screen::Input instead of multiple input structures
This commit is contained in:
@@ -5,6 +5,7 @@
|
||||
#include "ScreenTextEntry.h"
|
||||
#include "GameConstantsAndTypes.h"
|
||||
#include "ScreenDimensions.h"
|
||||
#include "InputEventPlus.h"
|
||||
|
||||
|
||||
static const float LineWidth = 400;
|
||||
@@ -82,11 +83,11 @@ void ScreenTestFonts::DrawPrimitives()
|
||||
}
|
||||
|
||||
|
||||
void ScreenTestFonts::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
|
||||
void ScreenTestFonts::Input( const InputEventPlus &input )
|
||||
{
|
||||
if( type != IET_FIRST_PRESS )
|
||||
if( input.type != IET_FIRST_PRESS )
|
||||
return;
|
||||
switch( DeviceI.button )
|
||||
switch( input.DeviceI.button )
|
||||
{
|
||||
case '[': txt.SetVertAlign(align_bottom); break;
|
||||
case '\\': txt.SetVertAlign(align_middle); break;
|
||||
|
||||
Reference in New Issue
Block a user