From 120c09a9fb5464d246d028ff83a0eed0686c4e75 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 9 Sep 2004 17:34:57 +0000 Subject: [PATCH] update --- stepmania/src/ScreenMapControllers.cpp | 38 +++++++++++++------------- 1 file changed, 19 insertions(+), 19 deletions(-) diff --git a/stepmania/src/ScreenMapControllers.cpp b/stepmania/src/ScreenMapControllers.cpp index cd07762892..faa32b6a2b 100644 --- a/stepmania/src/ScreenMapControllers.cpp +++ b/stepmania/src/ScreenMapControllers.cpp @@ -174,20 +174,20 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy { // map the xbox controller buttons to the keyboard equivalents if(DeviceI.button == JOY_HAT_LEFT) - button = SDLK_LEFT; + button = KEY_LEFT; else if(DeviceI.button == JOY_HAT_RIGHT) - button = SDLK_RIGHT; + button = KEY_RIGHT; else if(DeviceI.button == JOY_HAT_UP) - button = SDLK_UP; + button = KEY_UP; else if(DeviceI.button == JOY_HAT_DOWN) - button = SDLK_DOWN; + button = KEY_DOWN; else if(DeviceI.button == JOY_9) - button = SDLK_RETURN; + button = KEY_RETURN; else if(DeviceI.button == JOY_10) - button = SDLK_ESCAPE; + button = KEY_ESCAPE; else if(DeviceI.button == JOY_1 || DeviceI.button == JOY_2 || DeviceI.button == JOY_3 || DeviceI.button == JOY_4) - button = SDLK_DELETE; + button = KEY_DEL; } #endif @@ -211,7 +211,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy if( m_iWaitingForPress ) { /* Don't allow function keys to be mapped. */ - if ( DeviceI.device == DEVICE_KEYBOARD && (DeviceI.button >= SDLK_F1 && DeviceI.button <= SDLK_F12) ) + if ( DeviceI.device == DEVICE_KEYBOARD && (DeviceI.button >= KEY_F1 && DeviceI.button <= KEY_F12) ) { m_textError.SetText( "That key can not be mapped." ); SCREENMAN->PlayInvalidSound(); @@ -247,14 +247,14 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy * intuitive, so allow them, too. -gm */ /* XXX: For some reason that eludes me, this function gets sent an - * SDLK_SPACE button press every time the JOY_HAT_UP button is pressed. + * KEY_SPACE button press every time the JOY_HAT_UP button is pressed. * Had to put this in to prevent mappings being erased everytime the user * pressed up on the joypad. */ - case SDLK_DELETE: + case KEY_DEL: #ifndef _XBOX - case SDLK_SPACE: - case SDLK_BACKSPACE: /* Clear the selected input mapping. */ + case KEY_SPACE: + case KEY_BACK: /* Clear the selected input mapping. */ #endif { GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton ); @@ -264,7 +264,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy INPUTMAPPER->SaveMappingsToDisk(); } break; - case SDLK_LEFT: /* Move the selection left, wrapping up. */ + case KEY_LEFT: /* Move the selection left, wrapping up. */ if( m_iCurSlot == 0 && m_iCurController == 0 ) break; // can't go left any more m_iCurSlot--; @@ -275,7 +275,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy } break; - case SDLK_RIGHT: /* Move the selection right, wrapping down. */ + case KEY_RIGHT: /* Move the selection right, wrapping down. */ if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 ) break; // can't go right any more m_iCurSlot++; @@ -285,17 +285,17 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy m_iCurController++; } break; - case SDLK_UP: /* Move the selection up. */ + case KEY_UP: /* Move the selection up. */ if( m_iCurButton == 0 ) break; // can't go up any more m_iCurButton--; break; - case SDLK_DOWN: /* Move the selection down. */ + case KEY_DOWN: /* Move the selection down. */ if( m_iCurButton == GAMESTATE->GetCurrentGame()->m_iButtonsPerController-1 ) break; // can't go down any more m_iCurButton++; break; - case SDLK_ESCAPE: /* Quit the screen. */ + case KEY_ESC: /* Quit the screen. */ if(!IsTransitioning()) { SCREENMAN->PlayStartSound(); @@ -304,8 +304,8 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy m_Line[b].Command( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT ); } break; - case SDLK_RETURN: /* Change the selection. */ - case SDLK_KP_ENTER: + case KEY_ENTER: /* Change the selection. */ + case KEY_KP_ENTER: m_iWaitingForPress = FramesToWaitForInput; m_DeviceIToMap.MakeInvalid(); break;