Most of Game is generic, but not all. Split the InputMapper-

specific stuff apart into InputScheme.  (duplicate szName may go
away)
This commit is contained in:
Glenn Maynard
2006-09-30 08:19:10 +00:00
parent 928e950006
commit 2d52c578a5
+32 -2
View File
@@ -115,6 +115,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_DANCE
"dance", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"dance", // m_szName
NUM_DANCE_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left",
@@ -191,6 +193,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // DANCE_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -200,6 +203,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_PUMP
"pump", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"pump", // m_szName
NUM_PUMP_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"UpLeft",
@@ -273,6 +278,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // PUMP_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -282,6 +288,8 @@ static Game g_Games[NUM_GAMES] =
{
"ez2", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"ez2", // m_szName
NUM_EZ2_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"FootUpLeft",
@@ -361,6 +369,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // EZ2_BUTTON_OPERATOR
},
},
},
TNS_W2, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W2, // m_mapW3To
@@ -370,6 +379,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_PARA
"para", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"para", // m_szName
NUM_PARA_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left",
@@ -443,6 +454,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // PARA_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -452,6 +464,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_DS3DDX
"ds3ddx", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"ds3ddx", // m_szName
NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"HandLeft",
@@ -534,6 +548,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // DS3DDX_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -543,6 +558,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_BEAT
"beat", // m_szName
true, // m_bCountNotesSeparately
{ // m_InputScheme
"beat", // m_szName
NUM_BEAT_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Key1",
@@ -628,6 +645,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // BEAT_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -637,6 +655,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_MANIAX
"maniax", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"maniax", // m_szName
NUM_MANIAX_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"HandUpLeft",
@@ -707,6 +727,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // MANIAX_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -716,6 +737,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_TECHNO
"techno", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"techno", // m_szName
NUM_TECHNO_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left",
@@ -801,6 +824,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // TECHNO_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -810,6 +834,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_POPN
"popn", // m_szName
true, // m_bCountNotesSeparately
{ // m_InputScheme
"popn", // m_szName
NUM_POPN_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"Left White",
@@ -895,6 +921,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // POPN_BUTTON_OPERATOR
},
},
},
TNS_W2, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -904,6 +931,8 @@ static Game g_Games[NUM_GAMES] =
{ // GAME_LIGHTS
"lights", // m_szName
false, // m_bCountNotesSeparately
{ // m_InputScheme
"lights", // m_szName
NUM_LIGHTS_BUTTONS, // m_iButtonsPerController
{ // m_szButtonNames
"MarqueeUpLeft",
@@ -986,6 +1015,7 @@ static Game g_Games[NUM_GAMES] =
NO_DEFAULT_KEY // LIGHTS_BUTTON_OPERATOR
},
},
},
TNS_W1, // m_mapW1To
TNS_W2, // m_mapW2To
TNS_W3, // m_mapW3To
@@ -2870,9 +2900,9 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
FOREACH_MenuButton(m)
{
if( !bUsedInGameplay && pGame->m_DedicatedMenuButton[m] == gb )
if( !bUsedInGameplay && pGame->m_InputScheme.m_DedicatedMenuButton[m] == gb )
return MenuButton_INVALID;
else if( bUsedInGameplay && pGame->m_SecondaryMenuButton[m] == gb )
else if( bUsedInGameplay && pGame->m_InputScheme.m_SecondaryMenuButton[m] == gb )
return m;
}