2003-02-16 04:01:45 +00:00
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#include "global.h"
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2002-09-24 02:55:32 +00:00
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/*
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-----------------------------------------------------------------------------
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Class: ScreenMapControllers
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Desc: Where the player maps device input to pad input.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenMapControllers.h"
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#include "PrefsManager.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "InputMapper.h"
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#include "GameManager.h"
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#include "GameState.h"
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2003-07-26 23:05:16 +00:00
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#include "RageSounds.h"
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2002-11-11 04:53:31 +00:00
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#include "ThemeManager.h"
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2003-10-11 01:51:36 +00:00
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#include "RageDisplay.h"
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2002-09-24 02:55:32 +00:00
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2003-07-16 03:35:31 +00:00
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#define EVEN_LINE_IN THEME->GetMetric("ScreenMapControllers","EvenLineIn")
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#define EVEN_LINE_OUT THEME->GetMetric("ScreenMapControllers","EvenLineOut")
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#define ODD_LINE_IN THEME->GetMetric("ScreenMapControllers","OddLineIn")
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#define ODD_LINE_OUT THEME->GetMetric("ScreenMapControllers","OddLineOut")
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2002-09-24 02:55:32 +00:00
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2003-09-11 03:47:13 +00:00
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const int FramesToWaitForInput = 2;
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2002-09-24 02:55:32 +00:00
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// reserve the 3rd slot for hard-coded keys
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const int NUM_CHANGABLE_SLOTS = NUM_GAME_TO_DEVICE_SLOTS-1;
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const float LINE_START_Y = 64;
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const float LINE_GAP_Y = 28;
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const float BUTTON_COLUMN_X[NUM_GAME_TO_DEVICE_SLOTS*MAX_GAME_CONTROLLERS] =
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{
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50, 125, 200, 440, 515, 590
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};
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2003-09-27 22:30:51 +00:00
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ScreenMapControllers::ScreenMapControllers( CString sClassName ) : Screen( sClassName )
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2002-09-24 02:55:32 +00:00
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{
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LOG->Trace( "ScreenMapControllers::ScreenMapControllers()" );
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for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
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{
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CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
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CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b];
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2003-04-12 17:39:27 +00:00
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m_textName[b].LoadFromFont( THEME->GetPathToF("Common title") );
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2003-07-16 03:35:31 +00:00
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m_textName[b].SetXY( CENTER_X, -6 );
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2002-09-24 02:55:32 +00:00
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m_textName[b].SetText( sName );
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m_textName[b].SetZoom( 0.7f );
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m_textName[b].SetShadowLength( 2 );
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2003-07-16 03:35:31 +00:00
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m_Line[b].AddChild( &m_textName[b] );
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2002-09-24 02:55:32 +00:00
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2003-04-12 17:39:27 +00:00
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m_textName2[b].LoadFromFont( THEME->GetPathToF("Common title") );
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2003-07-16 03:35:31 +00:00
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m_textName2[b].SetXY( CENTER_X, +6 );
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2002-09-24 02:55:32 +00:00
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m_textName2[b].SetText( sSecondary );
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m_textName2[b].SetZoom( 0.5f );
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m_textName2[b].SetShadowLength( 2 );
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2003-07-16 03:35:31 +00:00
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m_Line[b].AddChild( &m_textName2[b] );
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2002-09-24 02:55:32 +00:00
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for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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2003-06-22 02:27:43 +00:00
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m_textMappedTo[p][b][s].LoadFromFont( THEME->GetPathToF("ScreenMapControllers entry") );
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2003-07-16 03:35:31 +00:00
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m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_GAME_TO_DEVICE_SLOTS+s], 0 );
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2002-09-24 02:55:32 +00:00
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m_textMappedTo[p][b][s].SetZoom( 0.5f );
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2003-06-22 02:27:43 +00:00
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m_textMappedTo[p][b][s].SetShadowLength( 0 );
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2003-07-16 03:35:31 +00:00
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m_Line[b].AddChild( &m_textMappedTo[p][b][s] );
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2002-09-24 02:55:32 +00:00
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}
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}
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2003-07-16 03:35:31 +00:00
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m_Line[b].SetY( LINE_START_Y + b*LINE_GAP_Y );
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this->AddChild( &m_Line[b] );
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m_Line[b].Command( (b%2)? ODD_LINE_IN:EVEN_LINE_IN );
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2002-09-24 02:55:32 +00:00
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}
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2003-04-12 17:39:27 +00:00
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m_textError.LoadFromFont( THEME->GetPathToF("Common normal") );
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2002-09-24 02:55:32 +00:00
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m_textError.SetText( "" );
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m_textError.SetXY( CENTER_X, CENTER_Y );
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2002-10-28 05:30:45 +00:00
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m_textError.SetDiffuse( RageColor(0,1,0,0) );
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2002-09-24 02:55:32 +00:00
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m_textError.SetZoom( 0.8f );
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this->AddChild( &m_textError );
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m_iCurController = 0;
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m_iCurButton = 0;
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m_iCurSlot = 0;
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2003-09-11 03:47:13 +00:00
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m_iWaitingForPress = 0;
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2002-09-24 02:55:32 +00:00
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2003-09-27 04:57:32 +00:00
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m_Menu.Load( "ScreenMapControllers" );
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2002-09-24 02:55:32 +00:00
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this->AddChild( &m_Menu );
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2003-07-26 23:05:16 +00:00
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SOUND->PlayMusic( THEME->GetPathToS("ScreenMapControllers music") );
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2002-09-24 02:55:32 +00:00
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Refresh();
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}
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ScreenMapControllers::~ScreenMapControllers()
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{
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LOG->Trace( "ScreenMapControllers::~ScreenMapControllers()" );
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}
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void ScreenMapControllers::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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2003-09-09 04:57:22 +00:00
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2003-09-11 03:47:13 +00:00
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if( m_iWaitingForPress && m_DeviceIToMap.IsValid() ) // we're going to map an input
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2003-09-09 04:57:22 +00:00
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{
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2003-09-11 03:47:13 +00:00
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--m_iWaitingForPress;
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if( m_iWaitingForPress )
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return; /* keep waiting */
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2003-09-09 04:57:22 +00:00
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GameInput curGameI( (GameController)m_iCurController,
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(GameButton)m_iCurButton );
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2002-09-24 02:55:32 +00:00
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2003-09-09 04:57:22 +00:00
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INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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// commit to disk so we don't lose the changes!
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INPUTMAPPER->SaveMappingsToDisk();
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2003-09-11 03:18:56 +00:00
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Refresh();
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2002-09-24 02:55:32 +00:00
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}
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}
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void ScreenMapControllers::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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}
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2003-09-23 21:44:09 +00:00
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static bool IsAxis( const DeviceInput& DeviceI )
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{
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if( !DeviceI.IsJoystick() )
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return false;
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static int axes[] =
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{
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JOY_LEFT, JOY_RIGHT, JOY_UP, JOY_DOWN,
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JOY_Z_UP, JOY_Z_DOWN,
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JOY_ROT_UP, JOY_ROT_DOWN, JOY_ROT_LEFT, JOY_ROT_RIGHT, JOY_ROT_Z_UP, JOY_ROT_Z_DOWN,
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JOY_HAT_LEFT, JOY_HAT_RIGHT, JOY_HAT_UP, JOY_HAT_DOWN,
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JOY_AUX_1, JOY_AUX_2, JOY_AUX_3, JOY_AUX_4,
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-1
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};
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for( int ax = 0; axes[ax] != -1; ++ax )
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if( DeviceI.button == axes[ax] )
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return true;
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return false;
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}
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2002-09-24 02:55:32 +00:00
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void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
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return; // ignore
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LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
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DeviceI.device, DeviceI.button );
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2003-09-09 04:57:22 +00:00
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//
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// TRICKY: This eliminates the need for a separate "ignore joy axes"
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// preference. Some adapters map the PlayStation digital d-pad to
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// both axes and buttons. We want buttons to be used for
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// any mappings where possible because presses of buttons aren't mutually
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// exclusive and presses of axes are (e.g. can't read presses of both Left and
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// Right simultaneously). So, when the user presses a button, we'll wait
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// until the next Update before adding a mapping so that we get a chance
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// to see all input events the user's press of a panel. This screen will be
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// receive input events for joystick axes presses first, then the input events
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// for button presses. We'll use the last input event received in the same
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// Update so that a button presses are favored for mapping over axis presses.
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//
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2003-09-23 21:44:09 +00:00
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/* We can't do that: it assumes that button presses are always received after
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* corresponding axis events. We need to check and explicitly prefer non-axis events
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* over axis events. */
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2003-09-11 03:47:13 +00:00
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if( m_iWaitingForPress )
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2003-09-09 04:57:22 +00:00
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{
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2003-02-12 08:10:58 +00:00
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/* Don't allow function keys to be mapped. */
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if ( DeviceI.device == DEVICE_KEYBOARD && (DeviceI.button >= SDLK_F1 && DeviceI.button <= SDLK_F12) )
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2003-02-12 06:25:51 +00:00
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{
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2003-02-12 08:10:58 +00:00
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m_textError.SetText( "That key can not be mapped." );
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2003-07-26 23:05:16 +00:00
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SOUND->PlayOnce( THEME->GetPathToS("Common invalid" ) );
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2003-02-12 06:25:51 +00:00
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m_textError.StopTweening();
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m_textError.SetDiffuse( RageColor(0,1,0,1) );
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m_textError.BeginTweening( 3 );
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m_textError.BeginTweening( 1 );
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2003-04-12 06:16:12 +00:00
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m_textError.SetDiffuse( RageColor(0,1,0,0) );
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2003-02-12 06:25:51 +00:00
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}
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2003-09-09 04:57:22 +00:00
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else
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2002-09-24 02:55:32 +00:00
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{
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2003-09-23 21:44:09 +00:00
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if( m_DeviceIToMap.IsValid() &&
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!IsAxis(m_DeviceIToMap) &&
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IsAxis(DeviceI) )
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{
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LOG->Trace("Ignored input; non-axis event already received");
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return; // ignore this press
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}
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2003-09-09 04:57:22 +00:00
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m_DeviceIToMap = DeviceI;
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2002-09-24 02:55:32 +00:00
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}
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}
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else if( DeviceI.device == DEVICE_KEYBOARD )
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{
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switch( DeviceI.button )
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{
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/* We only advertise space as doing this, but most games
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* use either backspace or delete, and I find them more
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* intuitive, so allow them, too. -gm */
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2002-11-29 20:37:12 +00:00
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case SDLK_SPACE:
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case SDLK_DELETE:
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case SDLK_BACKSPACE: /* Clear the selected input mapping. */
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2002-09-24 02:55:32 +00:00
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{
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GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton );
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INPUTMAPPER->ClearFromInputMap( curGameI, m_iCurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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// commit to disk so we don't lose the changes!
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INPUTMAPPER->SaveMappingsToDisk();
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}
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break;
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2002-11-29 20:37:12 +00:00
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case SDLK_LEFT: /* Move the selection left, wrapping up. */
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2002-09-24 02:55:32 +00:00
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if( m_iCurSlot == 0 && m_iCurController == 0 )
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break; // can't go left any more
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m_iCurSlot--;
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if( m_iCurSlot < 0 )
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{
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m_iCurSlot = NUM_CHANGABLE_SLOTS-1;
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m_iCurController--;
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}
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break;
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2002-11-29 20:37:12 +00:00
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case SDLK_RIGHT: /* Move the selection right, wrapping down. */
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2002-09-24 02:55:32 +00:00
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if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 )
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break; // can't go right any more
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m_iCurSlot++;
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if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 )
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{
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m_iCurSlot = 0;
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m_iCurController++;
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}
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break;
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2002-11-29 20:37:12 +00:00
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case SDLK_UP: /* Move the selection up. */
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2002-09-24 02:55:32 +00:00
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if( m_iCurButton == 0 )
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break; // can't go up any more
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m_iCurButton--;
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break;
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2002-11-29 20:37:12 +00:00
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case SDLK_DOWN: /* Move the selection down. */
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2002-09-24 02:55:32 +00:00
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if( m_iCurButton == GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController-1 )
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break; // can't go down any more
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m_iCurButton++;
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break;
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2002-11-29 20:37:12 +00:00
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case SDLK_ESCAPE: /* Quit the screen. */
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2003-04-22 22:51:49 +00:00
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if(!m_Menu.IsTransitioning())
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{
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2003-07-26 23:05:16 +00:00
|
|
|
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
|
2003-04-22 22:51:49 +00:00
|
|
|
m_Menu.StartTransitioning( SM_GoToNextScreen );
|
2003-07-16 03:35:31 +00:00
|
|
|
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
|
|
|
|
|
m_Line[b].Command( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT );
|
2003-04-22 22:51:49 +00:00
|
|
|
}
|
2002-09-24 02:55:32 +00:00
|
|
|
break;
|
2002-11-29 20:37:12 +00:00
|
|
|
case SDLK_RETURN: /* Change the selection. */
|
2003-06-25 06:44:15 +00:00
|
|
|
case SDLK_KP_ENTER:
|
2003-09-11 03:47:13 +00:00
|
|
|
m_iWaitingForPress = FramesToWaitForInput;
|
2003-09-09 04:57:22 +00:00
|
|
|
m_DeviceIToMap.MakeInvalid();
|
2002-09-24 02:55:32 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
|
|
|
|
|
|
|
|
|
|
LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
|
|
|
|
|
|
|
|
|
|
Refresh();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenMapControllers::HandleScreenMessage( const ScreenMessage SM )
|
|
|
|
|
{
|
|
|
|
|
switch( SM )
|
|
|
|
|
{
|
|
|
|
|
case SM_GoToNextScreen:
|
2003-02-19 10:58:32 +00:00
|
|
|
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
|
2002-09-24 02:55:32 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenMapControllers::Refresh()
|
|
|
|
|
{
|
|
|
|
|
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
|
|
|
|
|
{
|
|
|
|
|
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
|
|
|
|
|
{
|
|
|
|
|
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
|
|
|
|
|
{
|
2003-09-01 04:21:16 +00:00
|
|
|
bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
|
|
|
|
|
|
2002-09-24 02:55:32 +00:00
|
|
|
GameInput cur_gi( (GameController)p, (GameButton)b );
|
|
|
|
|
DeviceInput di;
|
|
|
|
|
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
|
|
|
|
|
m_textMappedTo[p][b][s].SetText( di.GetDescription() );
|
|
|
|
|
else
|
|
|
|
|
m_textMappedTo[p][b][s].SetText( "-----------" );
|
|
|
|
|
|
|
|
|
|
// highlight the currently selected pad button
|
2002-10-28 05:30:45 +00:00
|
|
|
RageColor color;
|
2003-09-01 04:21:16 +00:00
|
|
|
bool bPulse;
|
|
|
|
|
if( bSelected )
|
2002-09-24 02:55:32 +00:00
|
|
|
{
|
2003-09-11 03:47:13 +00:00
|
|
|
if( m_iWaitingForPress )
|
2003-09-01 04:21:16 +00:00
|
|
|
{
|
2002-10-28 05:30:45 +00:00
|
|
|
color = RageColor(1,0.5,0.5,1); // red
|
2003-09-01 04:21:16 +00:00
|
|
|
bPulse = true;
|
|
|
|
|
}
|
2002-09-24 02:55:32 +00:00
|
|
|
else
|
2003-09-01 04:21:16 +00:00
|
|
|
{
|
2002-10-28 05:30:45 +00:00
|
|
|
color = RageColor(1,1,1,1); // white
|
2003-09-01 04:21:16 +00:00
|
|
|
bPulse = false;
|
|
|
|
|
}
|
2002-09-24 02:55:32 +00:00
|
|
|
}
|
|
|
|
|
else
|
2003-09-01 04:21:16 +00:00
|
|
|
{
|
2002-10-28 05:30:45 +00:00
|
|
|
color = RageColor(0.5,0.5,0.5,1); // gray
|
2003-09-01 04:21:16 +00:00
|
|
|
bPulse = false;
|
|
|
|
|
}
|
2002-09-24 02:55:32 +00:00
|
|
|
m_textMappedTo[p][b][s].SetDiffuse( color );
|
2003-09-01 04:21:16 +00:00
|
|
|
if( bPulse )
|
|
|
|
|
m_textMappedTo[p][b][s].SetEffectPulse( .5f, .5f, .6f );
|
|
|
|
|
else
|
|
|
|
|
m_textMappedTo[p][b][s].SetEffectNone();
|
2002-09-24 02:55:32 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|