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
@@ -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;