GameInputToStyleInput -> GameInputToColumn
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@@ -2863,7 +2863,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
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const Style *pStyle = aStyles[i];
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FOREACH_GameController(gc)
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{
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int iCol = pStyle->GameInputToStyleInput( GameInput(gc,gb) );
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int iCol = pStyle->GameInputToColumn( GameInput(gc,gb) );
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if( iCol != Column_INVALID )
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bUsedInGameplay = true;
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}
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@@ -1923,7 +1923,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
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if( input.MenuI.player != PLAYER_1 )
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return; // ignore
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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switch( input.type )
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{
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@@ -2077,7 +2077,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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return;
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}
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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if( PREFSMAN->m_AutoPlay != PC_HUMAN || iCol == -1 )
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return;
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@@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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* However, if this is also a style button, don't do this. (pump center = start)
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*/
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bool bHoldingGiveUp = false;
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if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID )
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if( GAMESTATE->m_pCurStyle->GameInputToColumn(input.GameI) == Column_INVALID )
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{
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bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
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bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
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@@ -2145,7 +2145,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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}
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bool bRelease = input.type == IET_RELEASE;
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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if( GAMESTATE->m_bMultiplayer )
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{
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@@ -345,7 +345,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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if( input.type != IET_FIRST_PRESS )
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return; // ignore
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
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const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
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if( iCol != Column_INVALID && m_bStillEnteringName[input.MenuI.player])
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{
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int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
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@@ -57,7 +57,7 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
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FAIL_M( ssprintf("Invalid column %i,%i", pn, iCol) );
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};
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int Style::GameInputToStyleInput( const GameInput &GameI ) const
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int Style::GameInputToColumn( const GameInput &GameI ) const
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{
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if( m_iInputColumn[GameI.controller][GameI.button] == NO_MAPPING )
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return Column_INVALID;
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@@ -54,7 +54,7 @@ public:
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bool m_bLockDifficulties; // used in couple Styles
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GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
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int GameInputToStyleInput( const GameInput &GameI ) const;
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int GameInputToColumn( const GameInput &GameI ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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