Stop using Input.StyleI. Just convert it when needed; the vast majority

of screens don't.
This commit is contained in:
Glenn Maynard
2006-09-13 01:29:33 +00:00
parent 9139883e64
commit e4d0b41da1
3 changed files with 21 additions and 14 deletions
+6 -4
View File
@@ -1921,7 +1921,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
if( input.MenuI.player != PLAYER_1 )
return; // ignore
const int iCol = input.StyleI;
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
switch( input.type )
{
@@ -2077,17 +2077,19 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
return;
}
if( PREFSMAN->m_AutoPlay != PC_HUMAN || input.StyleI == -1 )
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
if( PREFSMAN->m_AutoPlay != PC_HUMAN || iCol == -1 )
return;
switch( input.MenuI.player )
{
case PLAYER_1:
m_Player->Step( input.StyleI, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
m_Player->Step( iCol, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
break;
case PLAYER_2:
if( GAMESTATE->GetCurrentStyle()->m_StyleType == TWO_PLAYERS_SHARED_SIDES )
m_Player->Step( input.StyleI, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
m_Player->Step( iCol, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
}
}
+10 -6
View File
@@ -2086,8 +2086,11 @@ void ScreenGameplay::Input( const InputEventPlus &input )
* However, if this is also a style button, don't do this. (pump center = start)
*/
bool bHoldingGiveUp = false;
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && input.StyleI == StyleInput_INVALID );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && input.StyleI == StyleInput_INVALID );
if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == StyleInput_INVALID )
{
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
}
if( bHoldingGiveUp )
{
@@ -2142,15 +2145,16 @@ void ScreenGameplay::Input( const InputEventPlus &input )
}
bool bRelease = input.type == IET_RELEASE;
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
if( GAMESTATE->m_bMultiplayer )
{
if( input.mp != MultiPlayer_INVALID &&
input.type==IET_FIRST_PRESS &&
input.StyleI != StyleInput_INVALID &&
iCol != StyleInput_INVALID &&
GAMESTATE->IsMultiPlayerEnabled(input.mp) )
{
m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI, -1, input.DeviceI.ts, false, bRelease );
m_vPlayerInfo[input.mp].m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
}
}
else
@@ -2159,7 +2163,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
// handle a step or battle item activate
//
if( input.type==IET_FIRST_PRESS &&
input.StyleI != StyleInput_INVALID &&
iCol != StyleInput_INVALID &&
GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
{
AbortGiveUp( true );
@@ -2167,7 +2171,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
if( PREFSMAN->m_AutoPlay == PC_HUMAN )
{
PlayerInfo& pi = GetPlayerInfoForInput( input );
pi.m_pPlayer->Step( input.StyleI, -1, input.DeviceI.ts, false, bRelease );
pi.m_pPlayer->Step( iCol, -1, input.DeviceI.ts, false, bRelease );
}
}
}
+5 -4
View File
@@ -345,15 +345,16 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS )
return; // ignore
if( input.StyleI != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
if( iCol != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
{
int iStringIndex = m_ColToStringIndex[input.MenuI.player][input.StyleI];
int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
if( iStringIndex != -1 )
{
m_ReceptorArrowRow[input.MenuI.player].Step( input.StyleI, TNS_W1 );
m_ReceptorArrowRow[input.MenuI.player].Step( iCol, TNS_W1 );
m_soundStep.Play();
char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
m_textSelectedChars[input.MenuI.player][input.StyleI].SetText( ssprintf("%c",c) );
m_textSelectedChars[input.MenuI.player][iCol].SetText( ssprintf("%c",c) );
m_sSelectedName[input.MenuI.player][iStringIndex] = c;
}
}