use input.pn
This commit is contained in:
@@ -346,16 +346,16 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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return; // ignore
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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if( iCol != Column_INVALID && m_bStillEnteringName[input.MenuI.player])
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if( iCol != Column_INVALID && m_bStillEnteringName[input.pn] )
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{
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int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
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int iStringIndex = m_ColToStringIndex[input.pn][iCol];
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if( iStringIndex != -1 )
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{
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m_ReceptorArrowRow[input.MenuI.player].Step( iCol, TNS_W1 );
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m_ReceptorArrowRow[input.pn].Step( iCol, TNS_W1 );
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m_soundStep.Play();
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char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
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m_textSelectedChars[input.MenuI.player][iCol].SetText( ssprintf("%c",c) );
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m_sSelectedName[input.MenuI.player][iStringIndex] = c;
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m_textSelectedChars[input.pn][iCol].SetText( ssprintf("%c",c) );
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m_sSelectedName[input.pn][iStringIndex] = c;
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}
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}
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@@ -250,7 +250,7 @@ void ScreenNetRoom::MenuLeft( const InputEventPlus &input )
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if( input.type == IET_FIRST_PRESS )
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m_RoomWheel.Move(-1);
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ScreenNetSelectBase::MenuLeft( input.MenuI.player );
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ScreenNetSelectBase::MenuLeft( input.pn );
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}
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void ScreenNetRoom::MenuRight( const InputEventPlus &input )
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@@ -258,7 +258,7 @@ void ScreenNetRoom::MenuRight( const InputEventPlus &input )
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if( input.type == IET_FIRST_PRESS )
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m_RoomWheel.Move(1);
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ScreenNetSelectBase::MenuRight( input.MenuI.player );
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ScreenNetSelectBase::MenuRight( input.pn );
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}
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void ScreenNetRoom::UpdateRoomsList()
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@@ -357,7 +357,7 @@ void ScreenNetSelectMusic::MenuDown( const InputEventPlus &input )
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their difficulty. */
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/* Why? Nothing else allows that. */
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PlayerNumber pn = input.MenuI.player;
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PlayerNumber pn = input.pn;
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if ( GAMESTATE->IsPlayerEnabled( PLAYER_2 ) &&
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!GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
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pn = PLAYER_2;
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@@ -492,7 +492,7 @@ void ScreenOptions::Input( const InputEventPlus &input )
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if( m_Cancel.IsTransitioning() || m_Out.IsTransitioning() || m_fLockInputSecs > 0 )
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return;
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if( !GAMESTATE->IsHumanPlayer(input.MenuI.player) )
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if( !GAMESTATE->IsHumanPlayer(input.pn) )
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return;
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if( input.type == IET_RELEASE )
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@@ -503,9 +503,9 @@ void ScreenOptions::Input( const InputEventPlus &input )
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case MENU_BUTTON_SELECT:
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case MENU_BUTTON_RIGHT:
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case MENU_BUTTON_LEFT:
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INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_START) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_RIGHT) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(input.MenuI.player, MENU_BUTTON_LEFT) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(input.pn, MENU_BUTTON_START) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(input.pn, MENU_BUTTON_RIGHT) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(input.pn, MENU_BUTTON_LEFT) );
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}
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}
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@@ -772,7 +772,7 @@ bool ScreenOptions::AllAreOnLastRow() const
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void ScreenOptions::MenuStart( const InputEventPlus &input )
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{
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PlayerNumber pn = input.MenuI.player;
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PlayerNumber pn = input.pn;
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switch( input.type )
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{
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case IET_FIRST_PRESS:
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@@ -810,7 +810,7 @@ void ScreenOptions::MenuStart( const InputEventPlus &input )
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void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
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{
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PlayerNumber pn = input.MenuI.player;
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PlayerNumber pn = input.pn;
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int iCurRow = m_iCurrentRow[pn];
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OptionRow &row = *m_pRows[iCurRow];
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@@ -818,11 +818,11 @@ void ScreenOptions::ProcessMenuStart( const InputEventPlus &input )
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{
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/* In NAV_THREE_KEY_MENU mode, if a row doesn't set a screen, it does
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* something. Apply it now, and don't go to the next screen. */
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RString sScreen = GetNextScreenForSelection( input.MenuI.player );
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RString sScreen = GetNextScreenForSelection( input.pn );
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if( sScreen.empty() )
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{
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vector<PlayerNumber> vpns;
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vpns.push_back( input.MenuI.player );
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vpns.push_back( input.pn );
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ExportOptions( iCurRow, vpns );
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return;
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}
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@@ -1215,7 +1215,7 @@ void ScreenOptions::MenuSelect( const InputEventPlus &input )
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void ScreenOptions::MenuUpDown( const InputEventPlus &input, int iDir )
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{
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ASSERT( iDir == -1 || iDir == +1 );
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PlayerNumber pn = input.MenuI.player;
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PlayerNumber pn = input.pn;
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if( input.type == IET_REPEAT )
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{
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