allow overlay screens to accept codes

This commit is contained in:
Devin J. Pohly
2013-01-11 10:08:27 -05:00
parent 4a3e3370d8
commit f58584c939
4 changed files with 21 additions and 14 deletions
+14 -4
View File
@@ -167,12 +167,22 @@ void Screen::Update( float fDeltaTime )
}
}
/* ScreenManager sends input here first. Overlay screens can use it to get a first
* pass at input. Return true if the input was handled and should not be passed
* to lower screens, or false if not handled. If true is returned, Input() will
* not be called, either. Normal screens should not overload this function. */
/* ScreenManager sends input here if the screen is an overlay. Overlay screens
* can use it to get a first pass at input. Returns true if the input was
* handled and should not be passed to lower screens, or false if not handled.
* If true is returned, neither OverlayInput() nor Input() will not be called
* for any screen lower on the stack. Normal screens should not overload this
* function. */
bool Screen::OverlayInput( const InputEventPlus &input )
{
// Allow overlays to respond to codes
Message msg("");
if( m_Codes.InputMessage(input, msg) )
{
this->HandleMessage( msg );
return true;
}
return false;
}