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
+11 -10
View File
@@ -17,6 +17,7 @@
#include "InputMapper.h"
#include "ProfileManager.h"
#include "CharacterManager.h"
#include "InputEventPlus.h"
#define COIN_MODE_CHANGE_SCREEN THEME->GetMetric (m_sName,"CoinModeChangeScreen")
@@ -58,20 +59,20 @@ ScreenTitleMenu::~ScreenTitleMenu()
CHARMAN->UndemandGraphics();
}
void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
void ScreenTitleMenu::Input( const InputEventPlus &input )
{
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", DeviceI.device, DeviceI.button ); // debugging gameport joystick problem
LOG->Trace( "ScreenTitleMenu::Input( %d-%d )", input.DeviceI.device, input.DeviceI.button ); // debugging gameport joystick problem
if( m_In.IsTransitioning() || m_Cancel.IsTransitioning() ) /* not m_Out */
return;
if( type == IET_FIRST_PRESS )
if( input.type == IET_FIRST_PRESS )
{
//
// detect codes
//
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME2) )
if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME) ||
CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_THEME2) )
{
THEME->NextTheme();
ApplyGraphicOptions(); // update window title and icon
@@ -79,8 +80,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
SCREENMAN->SetNewScreen( m_sName );
TEXTUREMAN->DoDelayedDelete();
}
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER2) )
if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_ANNOUNCER) ||
CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_ANNOUNCER2) )
{
ANNOUNCER->NextAnnouncer();
CString sName = ANNOUNCER->GetCurAnnouncerName();
@@ -88,8 +89,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
SCREENMAN->SystemMessage( "Announcer: "+sName );
SCREENMAN->SetNewScreen( m_sName );
}
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME2) )
if( CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(input.GameI.controller,CODE_NEXT_GAME2) )
{
vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames );
@@ -113,7 +114,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
}
}
ScreenSelectMaster::Input( DeviceI, type, GameI, MenuI, StyleI );
ScreenSelectMaster::Input( input );
}
void ScreenTitleMenu::HandleMessage( const CString& sMessage )