transitional: accept pn arg to MenuInput helpers
This commit is contained in:
@@ -775,10 +775,12 @@ void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
|
|||||||
MenuI = pGame->GameInputToMenuInput( GameI );
|
MenuI = pGame->GameInputToMenuInput( GameI );
|
||||||
}
|
}
|
||||||
|
|
||||||
void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
|
void InputMapper::MenuToGame( const MenuInput &MenuI, PlayerNumber pn, GameInput GameIout[4] )
|
||||||
{
|
{
|
||||||
const Game* pGame = GAMESTATE->GetCurrentGame();
|
const Game* pGame = GAMESTATE->GetCurrentGame();
|
||||||
pGame->MenuInputToGameInput( MenuI, GameIout );
|
if( pn == PLAYER_INVALID )
|
||||||
|
pn = MenuI.button;
|
||||||
|
pGame->MenuInputToGameInput( MenuI, pn, GameIout );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -800,10 +802,10 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool InputMapper::IsBeingPressed( const MenuInput &MenuI )
|
bool InputMapper::IsBeingPressed( const MenuInput &MenuI, PlayerNumber pn )
|
||||||
{
|
{
|
||||||
GameInput GameI[4];
|
GameInput GameI[4];
|
||||||
MenuToGame( MenuI, GameI );
|
MenuToGame( MenuI, pn, GameI );
|
||||||
for( int i=0; i<4; i++ )
|
for( int i=0; i<4; i++ )
|
||||||
if( GameI[i].IsValid() && IsBeingPressed(GameI[i]) )
|
if( GameI[i].IsValid() && IsBeingPressed(GameI[i]) )
|
||||||
return true;
|
return true;
|
||||||
@@ -829,12 +831,12 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
|
|||||||
return fMaxSecsHeld;
|
return fMaxSecsHeld;
|
||||||
}
|
}
|
||||||
|
|
||||||
float InputMapper::GetSecsHeld( const MenuInput &MenuI )
|
float InputMapper::GetSecsHeld( const MenuInput &MenuI, PlayerNumber pn )
|
||||||
{
|
{
|
||||||
float fMaxSecsHeld = 0;
|
float fMaxSecsHeld = 0;
|
||||||
|
|
||||||
GameInput GameI[4];
|
GameInput GameI[4];
|
||||||
MenuToGame( MenuI, GameI );
|
MenuToGame( MenuI, pn, GameI );
|
||||||
for( int i=0; i<4; i++ )
|
for( int i=0; i<4; i++ )
|
||||||
if( GameI[i].IsValid() )
|
if( GameI[i].IsValid() )
|
||||||
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
|
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
|
||||||
@@ -852,10 +854,10 @@ void InputMapper::ResetKeyRepeat( const GameInput &GameI )
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void InputMapper::ResetKeyRepeat( const MenuInput &MenuI )
|
void InputMapper::ResetKeyRepeat( const MenuInput &MenuI, PlayerNumber pn )
|
||||||
{
|
{
|
||||||
GameInput GameI[4];
|
GameInput GameI[4];
|
||||||
MenuToGame( MenuI, GameI );
|
MenuToGame( MenuI, pn, GameI );
|
||||||
for( int i=0; i<4; i++ )
|
for( int i=0; i<4; i++ )
|
||||||
if( GameI[i].IsValid() )
|
if( GameI[i].IsValid() )
|
||||||
ResetKeyRepeat( GameI[i] );
|
ResetKeyRepeat( GameI[i] );
|
||||||
|
|||||||
@@ -37,17 +37,17 @@ public:
|
|||||||
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
|
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
|
||||||
|
|
||||||
void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
|
void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
|
||||||
void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );
|
void MenuToGame( const MenuInput &MenuI, PlayerNumber pn, GameInput GameIout[4] );
|
||||||
PlayerNumber ControllerToPlayerNumber( GameController controller );
|
PlayerNumber ControllerToPlayerNumber( GameController controller );
|
||||||
|
|
||||||
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
|
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
|
||||||
float GetSecsHeld( const MenuInput &MenuI );
|
float GetSecsHeld( const MenuInput &MenuI, PlayerNumber pn = PLAYER_INVALID );
|
||||||
|
|
||||||
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
|
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
|
||||||
bool IsBeingPressed( const MenuInput &MenuI );
|
bool IsBeingPressed( const MenuInput &MenuI, PlayerNumber pn = PLAYER_INVALID );
|
||||||
|
|
||||||
void ResetKeyRepeat( const GameInput &GameI );
|
void ResetKeyRepeat( const GameInput &GameI );
|
||||||
void ResetKeyRepeat( const MenuInput &MenuI );
|
void ResetKeyRepeat( const MenuInput &MenuI, PlayerNumber pn = PLAYER_INVALID );
|
||||||
|
|
||||||
struct Mapping
|
struct Mapping
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user