Address the loops.

This commit is contained in:
Jason Felds
2013-04-30 20:44:36 -04:00
parent e2ea061fdc
commit 1be7ad9415
+20 -20
View File
@@ -78,20 +78,20 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
vector<AutoMappingEntry> 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<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id )
{
map<GameInput, int> 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<AutoMappingEntry> &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<RString> 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++;
}