2002-09-24 02:55:32 +00:00
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#include "stdafx.h"
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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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#include "RageMusic.h"
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#define HELP_TEXT THEME->GetMetric("ScreenMapControllers","HelpText")
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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 TITLE_Y = 30;
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const float HELP_X = CENTER_X;
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const float HELP_Y = SCREEN_HEIGHT-10;
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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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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
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ScreenMapControllers::ScreenMapControllers()
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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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m_textName[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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m_textName[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y-6 );
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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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this->AddChild( &m_textName[b] );
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m_textName2[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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m_textName2[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y+6 );
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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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this->AddChild( &m_textName2[b] );
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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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m_textMappedTo[p][b][s].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_GAME_TO_DEVICE_SLOTS+s], LINE_START_Y + b*LINE_GAP_Y );
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m_textMappedTo[p][b][s].SetZoom( 0.5f );
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m_textMappedTo[p][b][s].SetShadowLength( 2 );
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this->AddChild( &m_textMappedTo[p][b][s] );
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}
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}
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}
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m_textError.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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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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m_bWaitingForPress = false;
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m_Menu.Load(
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THEME->GetPathTo("BGAnimations","map controllers"),
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THEME->GetPathTo("Graphics","map controllers top edge"),
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HELP_TEXT, false, false, 99
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);
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m_Menu.TweenOnScreenFromBlack( SM_None );
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this->AddChild( &m_Menu );
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MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","map controllers music") );
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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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for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
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{
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CString sButtonName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
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if( sButtonName == "Start" || sButtonName == "Back" )
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continue;
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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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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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if( m_bWaitingForPress ) // we're going to map an input
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{
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// ignore joystick D-Pad presses if the user has set their pref.
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if( PREFSMAN->m_bIgnoreJoyAxes &&
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DEVICE_JOY1 <= DeviceI.device && DeviceI.device <= DEVICE_JOY4 &&
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( DeviceI.button == JOY_LEFT || DeviceI.button == JOY_RIGHT || DeviceI.button == JOY_UP || DeviceI.button == JOY_DOWN ) )
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{
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//m_textError.SetText( "Game option is set to ignore the Joystick D-Pad." );
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//m_fErrorDisplayCountdown = 5; // show the error message
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2002-10-28 05:30:45 +00:00
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m_textError.SetDiffuse( RageColor(0,1,0,1) );
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2002-09-24 02:55:32 +00:00
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m_textError.BeginTweening( 3 );
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m_textError.BeginTweening( 1 );
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2002-10-28 05:30:45 +00:00
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m_textError.SetTweenDiffuse( RageColor(0,1,0,0) );
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2002-09-24 02:55:32 +00:00
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return; // ignore this press
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}
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GameInput curGameI( (GameController)m_iCurController,
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(GameButton)m_iCurButton );
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INPUTMAPPER->SetInputMap( DeviceI, 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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m_bWaitingForPress = false;
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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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case DIK_SPACE:
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case DIK_DELETE:
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case DIK_BACK: /* Clear the selected input mapping. */
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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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case DIK_LEFT: /* Move the selection left, wrapping up. */
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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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case DIK_RIGHT: /* Move the selection right, wrapping down. */
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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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case DIK_UP: /* Move the selection up. */
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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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case DIK_DOWN: /* Move the selection down. */
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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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case DIK_ESCAPE: /* Quit the screen. */
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m_Menu.TweenOffScreenToBlack( SM_GoToNextScreen, true );
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break;
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case DIK_RETURN: /* Change the selection. */
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m_bWaitingForPress = true;
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break;
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}
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}
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
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LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
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Refresh();
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}
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void ScreenMapControllers::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GoToNextScreen:
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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}
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}
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void ScreenMapControllers::Refresh()
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{
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for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
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{
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for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
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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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GameInput cur_gi( (GameController)p, (GameButton)b );
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DeviceInput di;
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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m_textMappedTo[p][b][s].SetText( di.GetDescription() );
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else
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m_textMappedTo[p][b][s].SetText( "-----------" );
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// highlight the currently selected pad button
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2002-10-28 05:30:45 +00:00
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RageColor color;
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2002-09-24 02:55:32 +00:00
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if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot )
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{
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if( m_bWaitingForPress )
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2002-10-28 05:30:45 +00:00
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color = RageColor(1,0.5,0.5,1); // red
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2002-09-24 02:55:32 +00:00
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else
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2002-10-28 05:30:45 +00:00
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color = RageColor(1,1,1,1); // white
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2002-09-24 02:55:32 +00:00
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}
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else
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color = RageColor(0.5,0.5,0.5,1); // gray
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2002-09-24 02:55:32 +00:00
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m_textMappedTo[p][b][s].SetDiffuse( color );
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}
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}
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}
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}
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