split out CodeSet

This commit is contained in:
Glenn Maynard
2007-03-16 23:56:10 +00:00
parent 1189f94ede
commit eb68cd72bb
4 changed files with 128 additions and 34 deletions
+3 -32
View File
@@ -13,8 +13,6 @@
#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
void Screen::InitScreen( Screen *pScreen )
{
@@ -38,27 +36,7 @@ void Screen::Init()
REPEAT_RATE.Load( m_sName, "RepeatRate" );
REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
//
// Load codes
//
{
split( CODE_NAMES, ",", m_asCodeNames, true );
for( unsigned c=0; c<m_asCodeNames.size(); c++ )
{
vector<RString> asBits;
split( m_asCodeNames[c], "=", asBits, true );
RString sCodeName = asBits[0];
if( asBits.size() > 1 )
m_asCodeNames[c] = asBits[1];
InputQueueCode code;
if( !code.Load(CODE(sCodeName)) )
continue;
m_aCodes.push_back( code );
}
}
m_Codes.Load( m_sName );
SetFOV( 0 );
@@ -184,16 +162,9 @@ bool Screen::OverlayInput( const InputEventPlus &input )
void Screen::Input( const InputEventPlus &input )
{
for( unsigned i = 0; i < m_aCodes.size(); ++i )
{
if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
continue;
Message msg("Code");
msg.SetParam( "PlayerNumber", input.pn );
msg.SetParam( "Name", m_asCodeNames[i] );
Message msg("");
if( m_Codes.InputMessage(input, msg) )
this->HandleMessage( msg );
}
/* Don't send release messages with the default handler. */
switch( input.type )