More doxygen.
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-14
@@ -1,5 +1,3 @@
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/* GameInput - An input event specific to an InputScheme defined by a logical controller and button. */
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#ifndef GAME_INPUT_H
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#define GAME_INPUT_H
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@@ -7,27 +5,29 @@
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class InputScheme;
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/** @brief the list of controllers in use. */
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enum GameController
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{
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GameController_1 = 0, // left controller
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GameController_2, // right controller
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NUM_GameController, // leave this at the end
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GameController_1 = 0, /**< The left controller */
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GameController_2, /**< The right controller */
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NUM_GameController, /**< The number of controllers allowed. */
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GameController_Invalid,
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};
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const RString& GameControllerToString( GameController mp );
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LuaDeclareType( GameController );
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/** @brief the list of buttons StepMania recognizes. */
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enum GameButton
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{
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GAME_BUTTON_MENULEFT,
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GAME_BUTTON_MENURIGHT,
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GAME_BUTTON_MENUUP,
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GAME_BUTTON_MENUDOWN,
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GAME_BUTTON_MENULEFT, /**< Navigate the menus to the left. */
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GAME_BUTTON_MENURIGHT, /**< Navigate the menus to the right. */
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GAME_BUTTON_MENUUP, /**< Navigate the menus to the top. */
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GAME_BUTTON_MENUDOWN, /**< Navigate the menus to the bottom. */
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GAME_BUTTON_START,
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GAME_BUTTON_SELECT,
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GAME_BUTTON_BACK,
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GAME_BUTTON_COIN,
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GAME_BUTTON_OPERATOR,
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GAME_BUTTON_COIN, /**< Insert a coin to play. */
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GAME_BUTTON_OPERATOR, /**< Access the operator menu. */
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GAME_BUTTON_EFFECT_UP,
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GAME_BUTTON_EFFECT_DOWN,
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GAME_BUTTON_CUSTOM_01,
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@@ -64,18 +64,29 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
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#define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01
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// dance
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/** @brief Set up the left arrow for dance mode. */
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#define DANCE_BUTTON_LEFT GAME_BUTTON_CUSTOM_01
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/** @brief Set up the right arrow for dance mode. */
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#define DANCE_BUTTON_RIGHT GAME_BUTTON_CUSTOM_02
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/** @brief Set up the up arrow for dance mode. */
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#define DANCE_BUTTON_UP GAME_BUTTON_CUSTOM_03
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/** @brief Set up the down arrow for dance mode. */
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#define DANCE_BUTTON_DOWN GAME_BUTTON_CUSTOM_04
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/** @brief Set up the upleft arrow for dance mode (solo). */
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#define DANCE_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_05
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/** @brief Set up the upright arrow for dance mode (solo). */
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#define DANCE_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_06
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#define NUM_DANCE_BUTTONS GAME_BUTTON_CUSTOM_07
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// pump
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/** @brief Set up the upleft arrow for pump mode. */
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#define PUMP_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_01
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/** @brief Set up the upright arrow for pump mode. */
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#define PUMP_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_02
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/** @brief Set up the center arrow for pump mode. */
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#define PUMP_BUTTON_CENTER GAME_BUTTON_CUSTOM_03
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/** @brief Set up the downleft arrow for pump mode. */
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#define PUMP_BUTTON_DOWNLEFT GAME_BUTTON_CUSTOM_04
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/** @brief Set up the downright arrow for pump mode. */
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#define PUMP_BUTTON_DOWNRIGHT GAME_BUTTON_CUSTOM_05
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#define NUM_PUMP_BUTTONS GAME_BUTTON_CUSTOM_06
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// kb7
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@@ -178,7 +189,7 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
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#define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN
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#define GAME_BUTTON_START GAME_BUTTON_START
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#define GAME_BUTTON_BACK GAME_BUTTON_BACK
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/** @brief An input event specific to an InputScheme defined by a logical controller and button. */
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struct GameInput
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{
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GameInput(): controller(GameController_Invalid), button(GameButton_Invalid) { }
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@@ -207,8 +218,10 @@ struct GameInput
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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