GameToMenu -> GameButtonToMenuButton

This commit is contained in:
Glenn Maynard
2007-01-13 01:16:00 +00:00
parent f5d285e51b
commit 095b6f5ba0
3 changed files with 4 additions and 4 deletions
+2 -2
View File
@@ -825,9 +825,9 @@ PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
return (PlayerNumber) controller;
}
MenuButton InputMapper::GameToMenu( const GameInput &GameI )
MenuButton InputMapper::GameButtonToMenuButton( GameButton gb )
{
return m_pInputScheme->GameButtonToMenuButton( GameI.button );
return m_pInputScheme->GameButtonToMenuButton( gb );
}
/* If set (not PLAYER_INVALID), inputs from both GameControllers will be mapped
+1 -1
View File
@@ -84,7 +84,7 @@ public:
bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
MenuButton GameToMenu( const GameInput &GameI );
MenuButton GameButtonToMenuButton( GameButton gb );
void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
PlayerNumber ControllerToPlayerNumber( GameController controller );
+1 -1
View File
@@ -1387,7 +1387,7 @@ void HandleInputEvents(float fDeltaTime)
if( input.GameI.IsValid() )
{
input.MenuI = INPUTMAPPER->GameToMenu( input.GameI );
input.MenuI = INPUTMAPPER->GameButtonToMenuButton( input.GameI.button );
input.pn = INPUTMAPPER->ControllerToPlayerNumber( input.GameI.controller );
}