This commit is contained in:
Glenn Maynard
2004-09-09 17:34:57 +00:00
parent f7fe3d007f
commit 120c09a9fb
+19 -19
View File
@@ -174,20 +174,20 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
{ {
// map the xbox controller buttons to the keyboard equivalents // map the xbox controller buttons to the keyboard equivalents
if(DeviceI.button == JOY_HAT_LEFT) if(DeviceI.button == JOY_HAT_LEFT)
button = SDLK_LEFT; button = KEY_LEFT;
else if(DeviceI.button == JOY_HAT_RIGHT) else if(DeviceI.button == JOY_HAT_RIGHT)
button = SDLK_RIGHT; button = KEY_RIGHT;
else if(DeviceI.button == JOY_HAT_UP) else if(DeviceI.button == JOY_HAT_UP)
button = SDLK_UP; button = KEY_UP;
else if(DeviceI.button == JOY_HAT_DOWN) else if(DeviceI.button == JOY_HAT_DOWN)
button = SDLK_DOWN; button = KEY_DOWN;
else if(DeviceI.button == JOY_9) else if(DeviceI.button == JOY_9)
button = SDLK_RETURN; button = KEY_RETURN;
else if(DeviceI.button == JOY_10) else if(DeviceI.button == JOY_10)
button = SDLK_ESCAPE; button = KEY_ESCAPE;
else if(DeviceI.button == JOY_1 || DeviceI.button == JOY_2 || else if(DeviceI.button == JOY_1 || DeviceI.button == JOY_2 ||
DeviceI.button == JOY_3 || DeviceI.button == JOY_4) DeviceI.button == JOY_3 || DeviceI.button == JOY_4)
button = SDLK_DELETE; button = KEY_DEL;
} }
#endif #endif
@@ -211,7 +211,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
if( m_iWaitingForPress ) if( m_iWaitingForPress )
{ {
/* Don't allow function keys to be mapped. */ /* 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." ); m_textError.SetText( "That key can not be mapped." );
SCREENMAN->PlayInvalidSound(); SCREENMAN->PlayInvalidSound();
@@ -247,14 +247,14 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
* intuitive, so allow them, too. -gm */ * intuitive, so allow them, too. -gm */
/* XXX: For some reason that eludes me, this function gets sent an /* 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 * Had to put this in to prevent mappings being erased everytime the user
* pressed up on the joypad. */ * pressed up on the joypad. */
case SDLK_DELETE: case KEY_DEL:
#ifndef _XBOX #ifndef _XBOX
case SDLK_SPACE: case KEY_SPACE:
case SDLK_BACKSPACE: /* Clear the selected input mapping. */ case KEY_BACK: /* Clear the selected input mapping. */
#endif #endif
{ {
GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton ); GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton );
@@ -264,7 +264,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
INPUTMAPPER->SaveMappingsToDisk(); INPUTMAPPER->SaveMappingsToDisk();
} }
break; 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 ) if( m_iCurSlot == 0 && m_iCurController == 0 )
break; // can't go left any more break; // can't go left any more
m_iCurSlot--; m_iCurSlot--;
@@ -275,7 +275,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
} }
break; 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 ) if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 )
break; // can't go right any more break; // can't go right any more
m_iCurSlot++; m_iCurSlot++;
@@ -285,17 +285,17 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
m_iCurController++; m_iCurController++;
} }
break; break;
case SDLK_UP: /* Move the selection up. */ case KEY_UP: /* Move the selection up. */
if( m_iCurButton == 0 ) if( m_iCurButton == 0 )
break; // can't go up any more break; // can't go up any more
m_iCurButton--; m_iCurButton--;
break; break;
case SDLK_DOWN: /* Move the selection down. */ case KEY_DOWN: /* Move the selection down. */
if( m_iCurButton == GAMESTATE->GetCurrentGame()->m_iButtonsPerController-1 ) if( m_iCurButton == GAMESTATE->GetCurrentGame()->m_iButtonsPerController-1 )
break; // can't go down any more break; // can't go down any more
m_iCurButton++; m_iCurButton++;
break; break;
case SDLK_ESCAPE: /* Quit the screen. */ case KEY_ESC: /* Quit the screen. */
if(!IsTransitioning()) if(!IsTransitioning())
{ {
SCREENMAN->PlayStartSound(); 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 ); m_Line[b].Command( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT );
} }
break; break;
case SDLK_RETURN: /* Change the selection. */ case KEY_ENTER: /* Change the selection. */
case SDLK_KP_ENTER: case KEY_KP_ENTER:
m_iWaitingForPress = FramesToWaitForInput; m_iWaitingForPress = FramesToWaitForInput;
m_DeviceIToMap.MakeInvalid(); m_DeviceIToMap.MakeInvalid();
break; break;