2003-02-16 04:01:45 +00:00
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#include "global.h"
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2002-04-16 17:31:00 +00:00
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/*
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-----------------------------------------------------------------------------
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Class: InputMapper
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Desc: See Header.
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2002-05-19 01:59:48 +00:00
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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2002-04-16 17:31:00 +00:00
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "InputMapper.h"
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#include "IniFile.h"
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#include "GameManager.h"
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2002-07-23 01:41:40 +00:00
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#include "GameState.h"
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2002-07-31 19:40:40 +00:00
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#include "RageLog.h"
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2002-09-08 06:11:59 +00:00
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#include "InputFilter.h"
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2002-11-29 20:37:12 +00:00
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#include "RageUtil.h"
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2002-04-16 17:31:00 +00:00
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2002-05-19 01:59:48 +00:00
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InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
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2002-04-16 17:31:00 +00:00
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InputMapper::InputMapper()
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{
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}
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InputMapper::~InputMapper()
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{
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SaveMappingsToDisk();
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}
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2002-07-31 19:40:40 +00:00
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void InputMapper::ClearAllMappings()
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{
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
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m_GItoDI[i][j][k].MakeInvalid();
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}
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2002-08-13 23:26:46 +00:00
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void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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2002-07-31 19:40:40 +00:00
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{
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2002-08-13 23:26:46 +00:00
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// Clear default mappings. Default mappings are in the third slot.
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2002-07-31 19:40:40 +00:00
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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2002-08-13 23:26:46 +00:00
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ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
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2002-07-31 19:40:40 +00:00
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
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{
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for( int b=0; b<pGameDef->m_iButtonsPerController; b++ )
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{
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int key = pGameDef->m_iDefaultKeyboardKey[c][b];
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2002-08-13 23:26:46 +00:00
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if( key == -1 ) // "no key" marker"
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continue;
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2002-07-31 19:40:40 +00:00
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DeviceInput DeviceI( DEVICE_KEYBOARD, key );
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GameInput GameI( (GameController)c, (GameButton)b );
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2002-08-13 23:26:46 +00:00
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if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping
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2002-07-31 19:40:40 +00:00
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SetInputMap( DeviceI, GameI, 2 );
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}
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}
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}
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2002-04-16 17:31:00 +00:00
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void InputMapper::ReadMappingsFromDisk()
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{
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2002-05-27 08:23:27 +00:00
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ASSERT( GAMEMAN != NULL );
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2002-04-16 17:31:00 +00:00
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2002-07-31 19:40:40 +00:00
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ClearAllMappings();
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2002-04-16 17:31:00 +00:00
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IniFile ini;
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2003-04-22 12:16:06 +00:00
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ini.SetPath( "Data/Keymaps.ini" );
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2002-08-13 23:26:46 +00:00
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if( !ini.ReadFile() )
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2003-01-18 03:54:42 +00:00
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LOG->Warn( "could not input mapping file \"Keymaps.ini\"." );
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2002-04-16 17:31:00 +00:00
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2003-01-18 03:54:41 +00:00
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const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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2002-04-16 17:31:00 +00:00
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2003-01-03 22:37:44 +00:00
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if( Key )
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2002-04-16 17:31:00 +00:00
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{
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2003-01-03 22:37:44 +00:00
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for( IniFile::key::const_iterator i = Key->begin();
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i != Key->end(); ++i )
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2002-07-31 19:40:40 +00:00
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{
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2002-10-24 23:08:18 +00:00
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CString name = i->first;
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CString value = i->second;
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2002-04-16 17:31:00 +00:00
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2002-07-31 19:40:40 +00:00
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GameInput GameI;
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GameI.fromString( name );
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2002-04-16 17:31:00 +00:00
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2002-07-31 19:40:40 +00:00
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CStringArray sDeviceInputStrings;
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split( value, ",", sDeviceInputStrings, false );
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2002-04-16 17:31:00 +00:00
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2002-11-16 08:55:46 +00:00
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for( unsigned i=0; i<sDeviceInputStrings.size() && i<unsigned(NUM_GAME_TO_DEVICE_SLOTS); i++ )
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2002-07-31 19:40:40 +00:00
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{
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DeviceInput DeviceI;
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DeviceI.fromString( sDeviceInputStrings[i] );
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if( DeviceI.IsValid() )
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SetInputMap( DeviceI, GameI, i );
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}
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2002-04-16 17:31:00 +00:00
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}
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}
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2002-07-31 19:40:40 +00:00
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2002-08-13 23:26:46 +00:00
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AddDefaultMappingsForCurrentGameIfUnmapped();
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2002-04-16 17:31:00 +00:00
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}
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void InputMapper::SaveMappingsToDisk()
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{
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IniFile ini;
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2003-04-22 12:16:06 +00:00
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ini.SetPath( "Data/Keymaps.ini" );
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2003-01-18 03:54:41 +00:00
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ini.ReadFile();
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// erase the key so that we overwrite everything for this game
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ini.DeleteKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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2002-04-16 17:31:00 +00:00
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// iterate over our input map and write all mappings to the ini file
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2002-07-27 19:29:51 +00:00
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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2002-04-16 17:31:00 +00:00
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{
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2002-07-27 19:29:51 +00:00
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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2002-04-16 17:31:00 +00:00
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{
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CString sNameString, sValueString;
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2002-07-27 19:29:51 +00:00
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GameInput GameI( (GameController)i, (GameButton)j );
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2002-04-16 17:31:00 +00:00
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sNameString = GameI.toString();
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sValueString = ssprintf( "%s,%s,%s",
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2002-10-29 07:58:44 +00:00
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m_GItoDI[i][j][0].toString().GetString(), m_GItoDI[i][j][1].toString().GetString(), m_GItoDI[i][j][2].toString().GetString() );
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2002-04-16 17:31:00 +00:00
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2003-01-18 03:54:41 +00:00
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ini.SetValue( GAMESTATE->GetCurrentGameDef()->m_szName, sNameString, sValueString );
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2002-04-16 17:31:00 +00:00
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}
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}
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ini.WriteFile();
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}
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2002-07-31 19:40:40 +00:00
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void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex )
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2002-04-16 17:31:00 +00:00
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{
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// remove the old input
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ClearFromInputMap( DeviceI );
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ClearFromInputMap( GameI, iSlotIndex );
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2002-07-27 19:29:51 +00:00
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m_GItoDI[GameI.controller][GameI.button][iSlotIndex] = DeviceI;
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2002-04-16 17:31:00 +00:00
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UpdateTempDItoGI();
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}
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void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
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{
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// search for where this DeviceI maps to
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2002-07-27 19:29:51 +00:00
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for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
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2002-04-16 17:31:00 +00:00
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{
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2002-07-27 19:29:51 +00:00
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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2002-04-16 17:31:00 +00:00
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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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if( m_GItoDI[p][b][s] == DeviceI )
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2002-07-31 19:40:40 +00:00
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m_GItoDI[p][b][s].MakeInvalid();
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2002-04-16 17:31:00 +00:00
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}
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}
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}
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UpdateTempDItoGI();
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}
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void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
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{
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2002-07-31 19:40:40 +00:00
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if( !GameI.IsValid() )
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2002-04-16 17:31:00 +00:00
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return;
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2002-07-31 19:40:40 +00:00
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m_GItoDI[GameI.controller][GameI.button][iSlotIndex].MakeInvalid();
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2002-04-16 17:31:00 +00:00
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UpdateTempDItoGI();
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}
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2002-07-31 19:40:40 +00:00
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bool InputMapper::IsMapped( DeviceInput DeviceI )
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{
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return m_tempDItoGI[DeviceI.device][DeviceI.button].IsValid();
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}
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bool InputMapper::IsMapped( GameInput GameI )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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if( m_GItoDI[GameI.controller][GameI.button][i].IsValid() )
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return true;
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return false;
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}
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2002-04-16 17:31:00 +00:00
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void InputMapper::UpdateTempDItoGI()
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{
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// clear out m_tempDItoGI
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for( int d=0; d<NUM_INPUT_DEVICES; d++ )
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{
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for( int b=0; b<NUM_DEVICE_BUTTONS; b++ )
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{
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2002-07-31 19:40:40 +00:00
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m_tempDItoGI[d][b].MakeInvalid();
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2002-04-16 17:31:00 +00:00
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}
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}
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// repopulate m_tempDItoGI
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2002-07-27 19:29:51 +00:00
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for( int n=0; n<MAX_GAME_CONTROLLERS; n++ )
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2002-04-16 17:31:00 +00:00
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{
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2002-07-27 19:29:51 +00:00
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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2002-04-16 17:31:00 +00:00
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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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2002-07-27 19:29:51 +00:00
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GameInput GameI( (GameController)n, (GameButton)b );
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2002-04-16 17:31:00 +00:00
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DeviceInput DeviceI = m_GItoDI[n][b][s];
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2002-07-31 19:40:40 +00:00
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if( DeviceI.IsValid() )
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m_tempDItoGI[DeviceI.device][DeviceI.button] = GameI;
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2002-04-16 17:31:00 +00:00
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}
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}
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}
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}
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bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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{
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GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
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2002-11-16 08:45:40 +00:00
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return GameI.controller != GAME_CONTROLLER_INVALID;
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2002-04-16 17:31:00 +00:00
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}
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bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
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{
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2002-07-27 19:29:51 +00:00
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DeviceI = m_GItoDI[GameI.controller][GameI.button][iSoltNum];
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2002-04-16 17:31:00 +00:00
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return DeviceI.device != DEVICE_NONE;
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}
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void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
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{
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2003-01-30 07:18:33 +00:00
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if( GAMESTATE->m_CurStyle == STYLE_INVALID )
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2002-06-14 22:25:22 +00:00
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{
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2002-07-31 19:40:40 +00:00
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StyleI.MakeInvalid();
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2002-06-14 22:25:22 +00:00
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return;
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}
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2002-08-22 23:36:03 +00:00
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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2002-04-16 17:31:00 +00:00
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StyleI = pStyleDef->GameInputToStyleInput( GameI );
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}
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void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
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{
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2002-08-22 23:36:03 +00:00
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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2002-04-16 17:31:00 +00:00
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MenuI = pGameDef->GameInputToMenuInput( GameI );
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}
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void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
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{
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2002-08-22 23:36:03 +00:00
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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2002-04-16 17:31:00 +00:00
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GameI = pStyleDef->StyleInputToGameInput( StyleI );
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}
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2002-07-31 19:40:40 +00:00
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void InputMapper::MenuToGame( MenuInput MenuI, GameInput GameIout[4] )
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2002-04-16 17:31:00 +00:00
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{
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2002-07-23 01:41:40 +00:00
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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2002-07-31 19:40:40 +00:00
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pGameDef->MenuInputToGameInput( MenuI, GameIout );
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2002-04-16 17:31:00 +00:00
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}
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2002-07-31 19:40:40 +00:00
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2002-04-16 17:31:00 +00:00
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bool InputMapper::IsButtonDown( GameInput GameI )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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DeviceInput DeviceI;
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if( GameToDevice( GameI, i, DeviceI ) )
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2002-09-08 06:11:59 +00:00
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if( INPUTFILTER->IsBeingPressed( DeviceI ) )
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2002-04-16 17:31:00 +00:00
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return true;
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}
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return false;
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}
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bool InputMapper::IsButtonDown( MenuInput MenuI )
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{
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2002-07-31 19:40:40 +00:00
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GameInput GameI[4];
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2002-04-16 17:31:00 +00:00
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MenuToGame( MenuI, GameI );
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2002-07-31 19:40:40 +00:00
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for( int i=0; i<4; i++ )
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if( GameI[i].IsValid() && IsButtonDown(GameI[i]) )
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return true;
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return false;
|
2002-04-16 17:31:00 +00:00
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}
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bool InputMapper::IsButtonDown( StyleInput StyleI )
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{
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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return IsButtonDown( GameI );
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}
|
2002-10-18 19:01:32 +00:00
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float InputMapper::GetSecsHeld( GameInput GameI )
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{
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float fMaxSecsHeld = 0;
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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DeviceInput DeviceI;
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if( GameToDevice( GameI, i, DeviceI ) )
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fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
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}
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return fMaxSecsHeld;
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}
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|
|
float InputMapper::GetSecsHeld( MenuInput MenuI )
|
|
|
|
|
{
|
|
|
|
|
float fMaxSecsHeld = 0;
|
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|
|
|
GameInput GameI[4];
|
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|
|
|
MenuToGame( MenuI, GameI );
|
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|
for( int i=0; i<4; i++ )
|
|
|
|
|
if( GameI[i].IsValid() )
|
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|
|
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
|
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|
|
return fMaxSecsHeld;
|
|
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|
}
|
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|
|
float InputMapper::GetSecsHeld( StyleInput StyleI )
|
|
|
|
|
{
|
|
|
|
|
GameInput GameI;
|
|
|
|
|
StyleToGame( StyleI, GameI );
|
|
|
|
|
return GetSecsHeld( GameI );
|
|
|
|
|
}
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