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