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
+7 -6
View File
@@ -11,6 +11,7 @@
#include "GameManager.h"
#include "PrefsManager.h"
#include "RageInput.h"
#include "InputEventPlus.h"
REGISTER_SCREEN_CLASS( ScreenTestInput );
@@ -113,15 +114,15 @@ void ScreenTestInput::Update( float fDeltaTime )
}
void ScreenTestInput::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenTestInput::Input( const InputEventPlus &input )
{
CString sMessage = DeviceI.toString();
switch( type )
CString sMessage = input.DeviceI.toString();
switch( input.type )
{
case IET_FIRST_PRESS:
case IET_RELEASE:
{
switch( type )
switch( input.type )
{
case IET_FIRST_PRESS: sMessage += "Pressed"; break;
case IET_RELEASE: sMessage += "Released"; break;
@@ -130,10 +131,10 @@ void ScreenTestInput::Input( const DeviceInput& DeviceI, const InputEventType ty
}
}
if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
if( input.type != IET_FIRST_PRESS && input.type != IET_SLOW_REPEAT )
return; // ignore
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
Screen::Input( input ); // default handler
}
void ScreenTestInput::MenuStart( PlayerNumber pn )