add default key mappings for Select on P2 side

This commit is contained in:
Chris Danford
2005-08-03 03:14:39 +00:00
parent 2bb7ad763b
commit 0e6767c8bc
+14 -4
View File
@@ -177,7 +177,7 @@ Game g_Games[NUM_GAMES] =
KEY_KP_C7, // DANCE_BUTTON_UPLEFT,
KEY_KP_C9, // DANCE_BUTTON_UPRIGHT,
KEY_KP_ENTER, // DANCE_BUTTON_START,
NO_DEFAULT_KEY, // DANCE_BUTTON_SELECT,
KEY_KP_C0, // DANCE_BUTTON_SELECT,
KEY_NUMLOCK, // DANCE_BUTTON_BACK
KEY_KP_SLASH, // DANCE_BUTTON_MENULEFT
KEY_KP_ASTERISK, // DANCE_BUTTON_MENURIGHT
@@ -261,7 +261,7 @@ Game g_Games[NUM_GAMES] =
KEY_KP_C1, // PUMP_BUTTON_DOWNLEFT,
KEY_KP_C3, // PUMP_BUTTON_DOWNRIGHT,
KEY_KP_ENTER, // PUMP_BUTTON_START,
NO_DEFAULT_KEY, // PUMP_BUTTON_SELECT,
KEY_KP_C0, // PUMP_BUTTON_SELECT,
KEY_NUMLOCK, // PUMP_BUTTON_BACK,
NO_DEFAULT_KEY // PUMP_BUTTON_MENULEFT
NO_DEFAULT_KEY // PUMP_BUTTON_MENURIGHT
@@ -705,7 +705,7 @@ Game g_Games[NUM_GAMES] =
KEY_KP_C1, // MANIAX_BUTTON_HANDLRLEFT,
KEY_KP_C2, // MANIAX_BUTTON_HANDLRRIGHT,
KEY_KP_ENTER, // MANIAX_BUTTON_START,
NO_DEFAULT_KEY, // MANIAX_BUTTON_SELECT,
KEY_KP_C0, // MANIAX_BUTTON_SELECT,
KEY_NUMLOCK, // MANIAX_BUTTON_BACK
KEY_KP_SLASH, // MANIAX_BUTTON_MENULEFT
KEY_KP_ASTERISK, // MANIAX_BUTTON_MENURIGHT
@@ -801,7 +801,7 @@ Game g_Games[NUM_GAMES] =
KEY_KP_C1, // TECHNO_BUTTON_DOWNLEFT,
KEY_KP_C3, // TECHNO_BUTTON_DOWNRIGHT,
KEY_KP_ENTER, // TECHNO_BUTTON_START,
NO_DEFAULT_KEY, // TECHNO_BUTTON_SELECT,
KEY_KP_C0, // TECHNO_BUTTON_SELECT,
KEY_NUMLOCK, // TECHNO_BUTTON_BACK
KEY_KP_SLASH, // TECHNO_BUTTON_MENULEFT
KEY_KP_ASTERISK, // TECHNO_BUTTON_MENURIGHT
@@ -2818,10 +2818,20 @@ public:
LunaGameManager() { LUA->Register( Register ); }
static int StepsTypeToThemedString( T* p, lua_State *L ) { lua_pushstring(L, p->StepsTypeToThemedString((StepsType)IArg(1)) ); return 1; }
static int GetFirstStepsTypeForCurrentGame( T* p, lua_State *L )
{
vector<StepsType> vstAddTo;
p->GetStepsTypesForGame( GAMESTATE->m_pCurGame, vstAddTo );
ASSERT( !vstAddTo.empty() );
StepsType st = vstAddTo[0];
lua_pushnumber(L, st);
return 1;
}
static void Register(lua_State *L)
{
ADD_METHOD( StepsTypeToThemedString )
ADD_METHOD( GetFirstStepsTypeForCurrentGame )
Luna<T>::Register( L );