finish input test screen

This commit is contained in:
Chris Danford
2003-10-11 08:52:07 +00:00
parent c76e819d1d
commit d308ed0187
5 changed files with 38 additions and 9 deletions
+21 -4
View File
@@ -74,10 +74,14 @@ void ScreenTestInput::Update( float fDeltaTime )
GameInput gi;
if( INPUTMAPPER->DeviceToGame(di,gi) )
{
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b];
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gi.button];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[gi.button];
sTemp += "(" + sName + ", " + sSecondary + ")";
sTemp += " (" + sName + ") " + sSecondary;
}
else
{
sTemp += " (not mapped)";
}
asInputs.push_back( sTemp );
@@ -85,7 +89,7 @@ void ScreenTestInput::Update( float fDeltaTime )
}
}
m_sDeviceInputs = join( "\n ", asInputs );
m_textInputs.SetText( join( "\n ", asInputs ) );
}
@@ -114,3 +118,16 @@ void ScreenTestInput::HandleScreenMessage( const ScreenMessage SM )
break;
}
}
void ScreenTestInput::MenuStart( PlayerNumber pn )
{
}
void ScreenTestInput::MenuBack( PlayerNumber pn )
{
if(!m_Menu.IsTransitioning())
{
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
m_Menu.StartTransitioning( SM_GoToPrevScreen );
}
}