reduce StyleInput to an int

This commit is contained in:
Glenn Maynard
2006-09-13 00:46:21 +00:00
parent 6a80311172
commit 1ca5c9a4b7
6 changed files with 26 additions and 38 deletions
+1 -1
View File
@@ -2864,7 +2864,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
FOREACH_GameController(gc) FOREACH_GameController(gc)
{ {
const StyleInput si = pStyle->GameInputToStyleInput( GameInput(gc,gb) ); const StyleInput si = pStyle->GameInputToStyleInput( GameInput(gc,gb) );
if( si.IsValid() ) if( si != StyleInput_INVALID )
bUsedInGameplay = true; bUsedInGameplay = true;
} }
} }
+6 -6
View File
@@ -1921,7 +1921,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
if( input.MenuI.player != PLAYER_1 ) if( input.MenuI.player != PLAYER_1 )
return; // ignore return; // ignore
const int iCol = input.StyleI.col; const int iCol = input.StyleI;
switch( input.type ) switch( input.type )
{ {
@@ -2077,17 +2077,17 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
return; return;
} }
if( PREFSMAN->m_AutoPlay != PC_HUMAN ) if( PREFSMAN->m_AutoPlay != PC_HUMAN || input.StyleI == -1 )
return; return;
switch( input.MenuI.player ) switch( input.MenuI.player )
{ {
case PLAYER_1: case PLAYER_1:
m_Player->Step( input.StyleI.col, -1, input.DeviceI.ts, false, input.type == IET_RELEASE ); m_Player->Step( input.StyleI, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
break; break;
case PLAYER_2: case PLAYER_2:
if( GAMESTATE->GetCurrentStyle()->m_StyleType == TWO_PLAYERS_SHARED_SIDES ) if( GAMESTATE->GetCurrentStyle()->m_StyleType == TWO_PLAYERS_SHARED_SIDES )
m_Player->Step( input.StyleI.col, -1, input.DeviceI.ts, false, input.type == IET_RELEASE ); m_Player->Step( input.StyleI, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
} }
} }
@@ -3647,9 +3647,9 @@ static RString GetDeviceButtonsLocalized( const vector<EditButton> &veb, const M
DeviceInput diPress = editmap.button[*eb][s]; DeviceInput diPress = editmap.button[*eb][s];
DeviceInput diHold = editmap.hold[*eb][s]; DeviceInput diHold = editmap.hold[*eb][s];
if( diPress.IsValid() ) if( diPress.IsValid() )
vsPress.push_back( INPUTMAN->GetLocalizedInputString(diPress) ); vsPress.push_back( Capitalize(INPUTMAN->GetLocalizedInputString(diPress)) );
if( diHold.IsValid() ) if( diHold.IsValid() )
vsHold.push_back( INPUTMAN->GetLocalizedInputString(diHold) ); vsHold.push_back( Capitalize(INPUTMAN->GetLocalizedInputString(diHold)) );
} }
} }
+6 -6
View File
@@ -2086,8 +2086,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
* However, if this is also a style button, don't do this. (pump center = start) * However, if this is also a style button, don't do this. (pump center = start)
*/ */
bool bHoldingGiveUp = false; bool bHoldingGiveUp = false;
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && !input.StyleI.IsValid() ); bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START && input.StyleI == StyleInput_INVALID );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && !input.StyleI.IsValid() ); bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK && input.StyleI == StyleInput_INVALID );
if( bHoldingGiveUp ) if( bHoldingGiveUp )
{ {
@@ -2147,10 +2147,10 @@ void ScreenGameplay::Input( const InputEventPlus &input )
{ {
if( input.mp != MultiPlayer_INVALID && if( input.mp != MultiPlayer_INVALID &&
input.type==IET_FIRST_PRESS && input.type==IET_FIRST_PRESS &&
input.StyleI.IsValid() && input.StyleI != StyleInput_INVALID &&
GAMESTATE->IsMultiPlayerEnabled(input.mp) ) GAMESTATE->IsMultiPlayerEnabled(input.mp) )
{ {
m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts, false, bRelease ); m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI, -1, input.DeviceI.ts, false, bRelease );
} }
} }
else else
@@ -2159,7 +2159,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
// handle a step or battle item activate // handle a step or battle item activate
// //
if( input.type==IET_FIRST_PRESS && if( input.type==IET_FIRST_PRESS &&
input.StyleI.IsValid() && input.StyleI != StyleInput_INVALID &&
GAMESTATE->IsHumanPlayer( input.MenuI.player ) ) GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
{ {
AbortGiveUp( true ); AbortGiveUp( true );
@@ -2167,7 +2167,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
if( PREFSMAN->m_AutoPlay == PC_HUMAN ) if( PREFSMAN->m_AutoPlay == PC_HUMAN )
{ {
PlayerInfo& pi = GetPlayerInfoForInput( input ); PlayerInfo& pi = GetPlayerInfoForInput( input );
pi.m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts, false, bRelease ); pi.m_pPlayer->Step( input.StyleI, -1, input.DeviceI.ts, false, bRelease );
} }
} }
} }
+4 -4
View File
@@ -345,15 +345,15 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS ) if( input.type != IET_FIRST_PRESS )
return; // ignore return; // ignore
if( input.StyleI.IsValid() && m_bStillEnteringName[input.MenuI.player]) if( input.StyleI != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
{ {
int iStringIndex = m_ColToStringIndex[input.MenuI.player][input.StyleI.col]; int iStringIndex = m_ColToStringIndex[input.MenuI.player][input.StyleI];
if( iStringIndex != -1 ) if( iStringIndex != -1 )
{ {
m_ReceptorArrowRow[input.MenuI.player].Step( input.StyleI.col, TNS_W1 ); m_ReceptorArrowRow[input.MenuI.player].Step( input.StyleI, TNS_W1 );
m_soundStep.Play(); m_soundStep.Play();
char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)]; char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
m_textSelectedChars[input.MenuI.player][input.StyleI.col].SetText( ssprintf("%c",c) ); m_textSelectedChars[input.MenuI.player][input.StyleI].SetText( ssprintf("%c",c) );
m_sSelectedName[input.MenuI.player][iStringIndex] = c; m_sSelectedName[input.MenuI.player][iStringIndex] = c;
} }
} }
+7 -10
View File
@@ -40,8 +40,8 @@ void Style::GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& ori
GameInput Style::StyleInputToGameInput( const StyleInput& StyleI, PlayerNumber pn ) const GameInput Style::StyleInputToGameInput( const StyleInput& StyleI, PlayerNumber pn ) const
{ {
ASSERT_M( pn < NUM_PLAYERS && StyleI.col < MAX_COLS_PER_PLAYER, ASSERT_M( pn < NUM_PLAYERS && StyleI < MAX_COLS_PER_PLAYER,
ssprintf("P%i C%i", pn, StyleI.col) ); ssprintf("P%i C%i", pn, StyleI) );
bool bUsingOneSide = m_StyleType != ONE_PLAYER_TWO_SIDES && m_StyleType != TWO_PLAYERS_SHARED_SIDES; bool bUsingOneSide = m_StyleType != ONE_PLAYER_TWO_SIDES && m_StyleType != TWO_PLAYERS_SHARED_SIDES;
FOREACH_GameController(gc) FOREACH_GameController(gc)
@@ -50,26 +50,23 @@ GameInput Style::StyleInputToGameInput( const StyleInput& StyleI, PlayerNumber p
continue; continue;
for( int i = 0; i < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i ) for( int i = 0; i < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i )
if( m_iInputColumn[gc][i] == StyleI.col ) if( m_iInputColumn[gc][i] == StyleI )
return GameInput( gc, i ); return GameInput( gc, i );
} }
FAIL_M( ssprintf("Unknown StyleInput %i,%i", pn, StyleI.col) ); FAIL_M( ssprintf("Unknown StyleInput %i,%i", pn, StyleI) );
}; };
StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const StyleInput Style::GameInputToStyleInput( const GameInput &GameI ) const
{ {
StyleInput SI;
if( m_iInputColumn[GameI.controller][GameI.button] == NO_MAPPING ) if( m_iInputColumn[GameI.controller][GameI.button] == NO_MAPPING )
return SI; // Return invalid. return StyleInput_INVALID;
for( int i = 0; i <= GameI.button; ++i ) for( int i = 0; i <= GameI.button; ++i )
if( m_iInputColumn[GameI.controller][i] == END_MAPPING ) if( m_iInputColumn[GameI.controller][i] == END_MAPPING )
return SI; // Return invalid. return StyleInput_INVALID;
SI = StyleInput( m_iInputColumn[GameI.controller][GameI.button] );
StyleInput SI = (StyleInput) m_iInputColumn[GameI.controller][GameI.button];
return SI; return SI;
} }
+2 -11
View File
@@ -3,17 +3,8 @@
#ifndef STYLE_INPUT_H #ifndef STYLE_INPUT_H
#define STYLE_INPUT_H #define STYLE_INPUT_H
struct StyleInput typedef int StyleInput;
{ static const int StyleInput_INVALID = -1;
int col;
StyleInput() { MakeInvalid(); };
StyleInput( int c ) { col = c; }
bool operator==( const StyleInput &other ) { return col == other.col; }
bool IsValid() const { return col != -1; }
void MakeInvalid() { col = -1; }
};
#endif #endif