automapping for Para

This commit is contained in:
Chris Danford
2005-12-08 05:09:24 +00:00
parent a4729f0b80
commit 2d5af283c5
+30 -11
View File
@@ -336,20 +336,37 @@ const AutoJoyMapping g_AutoJoyMappings[] =
END_MARKER
}
},
{
"para",
"ParaParaParadise Controller",
"ParaParaParadise Controller",
{
{ 0, JOY_BUTTON_5, PARA_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, PARA_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_3, PARA_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, PARA_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_1, PARA_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_10, PARA_BUTTON_START, false },
{ 0, JOY_BUTTON_11, PARA_BUTTON_BACK, false },
{ 0, JOY_BUTTON_12, PARA_BUTTON_MENULEFT, false },
{ 0, JOY_BUTTON_9, PARA_BUTTON_MENURIGHT, false },
END_MARKER
}
},
{
"techno",
"Dance ", //Notice the extra space at end
"LevelSix USB Pad (DDR638)", // "DDR638" is the model number of the pad
{
{ 0, JOY_BUTTON_1, TECHNO_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, TECHNO_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_3, TECHNO_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, TECHNO_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_5, TECHNO_BUTTON_DOWNRIGHT,false },
{ 0, JOY_BUTTON_6, TECHNO_BUTTON_DOWNLEFT, false },
{ 0, JOY_BUTTON_7, TECHNO_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_8, TECHNO_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_9, TECHNO_BUTTON_BACK, false },
{ 0, JOY_BUTTON_1, TECHNO_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, TECHNO_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_3, TECHNO_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, TECHNO_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_5, TECHNO_BUTTON_DOWNRIGHT,false },
{ 0, JOY_BUTTON_6, TECHNO_BUTTON_DOWNLEFT, false },
{ 0, JOY_BUTTON_7, TECHNO_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_8, TECHNO_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_9, TECHNO_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, TECHNO_BUTTON_START, false },
END_MARKER
}
@@ -481,10 +498,12 @@ void InputMapper::SaveMappingsToDisk()
CString sNameString = GameI.toString( pGame );
vector<CString> asValues;
for( int button = 0; button < NUM_GAME_TO_DEVICE_SLOTS; ++button )
asValues.push_back( m_GItoDI[i][j][button].toString() );
for( int slot = 0; slot < NUM_GAME_TO_DEVICE_SLOTS; ++slot )
asValues.push_back( m_GItoDI[i][j][slot].toString() );
while( asValues.size() && asValues.back() == "" )
asValues.erase( asValues.begin()+asValues.size()-1 );
CString sValueString = join( ",", asValues );
ini.SetValue( pGame->m_szName, sNameString, sValueString );