allow more than 3 mappings per GameInput (but don't show them in
ScreenMapControllers)
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@@ -11,7 +11,7 @@
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const int NUM_GAME_TO_DEVICE_SLOTS = 3; // three device inputs may map to one game input
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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class InputMapper
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@@ -24,12 +24,12 @@ static const ThemeMetric<apActorCommands> ODD_LINE_OUT ("ScreenMapControllers","
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const int FramesToWaitForInput = 2;
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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 int NUM_CHANGABLE_SLOTS = NUM_SHOWN_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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const float BUTTON_COLUMN_X[NUM_SHOWN_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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@@ -68,10 +68,10 @@ ScreenMapControllers::ScreenMapControllers( CString sClassName ) : ScreenWithMen
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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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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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m_textMappedTo[p][b][s].LoadFromFont( THEME->GetPathF("ScreenMapControllers","entry") );
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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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m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_SHOWN_GAME_TO_DEVICE_SLOTS+s], 0 );
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m_textMappedTo[p][b][s].SetZoom( 0.5f );
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m_textMappedTo[p][b][s].SetShadowLength( 0 );
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m_Line[b].AddChild( &m_textMappedTo[p][b][s] );
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@@ -333,7 +333,7 @@ void ScreenMapControllers::Refresh()
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{
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for( int b=0; b<GAMESTATE->GetCurrentGame()->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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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
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@@ -8,6 +8,7 @@
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#include "BitmapText.h"
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#include "InputMapper.h"
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enum { NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3 };
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class ScreenMapControllers : public ScreenWithMenuElements
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{
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@@ -41,7 +42,7 @@ private:
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BitmapText m_textError;
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BitmapText m_textName[MAX_GAME_BUTTONS];
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BitmapText m_textName2[MAX_GAME_BUTTONS];
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BitmapText m_textMappedTo[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
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BitmapText m_textMappedTo[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
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ActorFrame m_Line[MAX_GAME_BUTTONS];
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};
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