diff --git a/src/InputMapper.cpp b/src/InputMapper.cpp index e8cc54d825..a10118d0aa 100644 --- a/src/InputMapper.cpp +++ b/src/InputMapper.cpp @@ -78,20 +78,20 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped() vector aMaps; aMaps.reserve( 32 ); - FOREACH_CONST( AutoMappingEntry, g_DefaultKeyMappings.m_vMaps, iter ) - aMaps.push_back( *iter ); - FOREACH_CONST( AutoMappingEntry, m_pInputScheme->m_pAutoMappings->m_vMaps, iter ) - aMaps.push_back( *iter ); + for (AutoMappingEntry const &iter : g_DefaultKeyMappings.m_vMaps) + aMaps.push_back( iter ); + for (AutoMappingEntry const &iter : m_pInputScheme->m_pAutoMappings->m_vMaps) + aMaps.push_back( iter ); /* There may be duplicate GAME_BUTTON maps. Process the list backwards, * so game-specific mappings override g_DefaultKeyMappings. */ std::reverse( aMaps.begin(), aMaps.end() ); - FOREACH( AutoMappingEntry, aMaps, m ) + for (AutoMappingEntry const &m : aMaps) { - DeviceButton key = m->m_deviceButton; + DeviceButton key = m.m_deviceButton; DeviceInput DeviceI( DEVICE_KEYBOARD, key ); - GameInput GameI( m->m_bSecondController ? GameController_2 : GameController_1, m->m_gb ); + GameInput GameI( m.m_bSecondController ? GameController_2 : GameController_1, m.m_gb ); if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping { if( !GameI.IsValid() ) @@ -526,10 +526,10 @@ void InputMapper::Unmap( InputDevice id ) void InputMapper::ApplyMapping( const vector &vMmaps, GameController gc, InputDevice id ) { map MappedButtons; - FOREACH_CONST( AutoMappingEntry, vMmaps, iter ) + for (AutoMappingEntry const &iter : vMmaps) { GameController map_gc = gc; - if( iter->m_bSecondController ) + if( iter.m_bSecondController ) { map_gc = (GameController)(map_gc+1); @@ -540,8 +540,8 @@ void InputMapper::ApplyMapping( const vector &vMmaps, GameCont continue; } - DeviceInput di( id, iter->m_deviceButton ); - GameInput gi( map_gc, iter->m_gb ); + DeviceInput di( id, iter.m_deviceButton ); + GameInput gi( map_gc, iter.m_gb ); int iSlot = MappedButtons[gi]; ++MappedButtons[gi]; SetInputMap( di, gi, iSlot );//maps[k].iSlotIndex ); @@ -559,10 +559,10 @@ void InputMapper::AutoMapJoysticksForCurrentGame() // file automaps - Add these first so that they can match before the hard-coded mappings vector vs; GetDirListing( AUTOMAPPINGS_DIR "*.ini", vs, false, true ); - FOREACH_CONST( RString, vs, sFilePath ) + for (RString const &sFilePath : vs) { InputMappings km; - km.ReadMappings( m_pInputScheme, *sFilePath, true ); + km.ReadMappings( m_pInputScheme, sFilePath, true ); AutoMappings mapping( m_pInputScheme->m_szName, km.m_sDeviceRegex, km.m_sDescription ); @@ -597,13 +597,13 @@ void InputMapper::AutoMapJoysticksForCurrentGame() // apply auto mappings int iNumJoysticksMapped = 0; - FOREACH_CONST( InputDeviceInfo, vDevices, device ) + for (InputDeviceInfo const &device : vDevices) { - InputDevice id = device->id; - const RString &sDescription = device->sDesc; - FOREACH_CONST( AutoMappings, vAutoMappings, mapping ) + InputDevice id = device.id; + const RString &sDescription = device.sDesc; + for (AutoMappings const &mapping : vAutoMappings) { - Regex regex( mapping->m_sDriverRegex ); + Regex regex( mapping.m_sDriverRegex ); if( !regex.Compare(sDescription) ) continue; // driver names don't match @@ -613,10 +613,10 @@ void InputMapper::AutoMapJoysticksForCurrentGame() break; // stop mapping. We already mapped one device for each game controller. LOG->Info( "Applying default joystick mapping #%d for device '%s' (%s)", - iNumJoysticksMapped+1, mapping->m_sDriverRegex.c_str(), mapping->m_sControllerName.c_str() ); + iNumJoysticksMapped+1, mapping.m_sDriverRegex.c_str(), mapping.m_sControllerName.c_str() ); Unmap( id ); - ApplyMapping( mapping->m_vMaps, gc, id ); + ApplyMapping( mapping.m_vMaps, gc, id ); iNumJoysticksMapped++; }