IET_FAST_REPEAT is the same as IET_SLOW_REPEAT, sent instead

after the button has been held a while.  It hasn't actually been a different
repeat rate for a very long time, and was partially phased out a while ago.
Now it's just used to see if the button has been held a while.  Do that with
GetSecsHeld instead.
This commit is contained in:
Glenn Maynard
2006-09-13 02:44:03 +00:00
parent e8b325eac2
commit e04a48128d
4 changed files with 39 additions and 33 deletions
+7 -2
View File
@@ -182,8 +182,13 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
switch( input.type )
{
case IET_RELEASE: fDelta *= 0; break;
case IET_SLOW_REPEAT: fDelta *= 0; break;
case IET_FAST_REPEAT: fDelta *= 10; break;
case IET_SLOW_REPEAT:
case IET_FAST_REPEAT:
if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
fDelta *= 0;
else
fDelta *= 10;
fDelta *= 10; break;
}
if( GAMESTATE->m_pCurSong != NULL )
{