GameInputToStyleInput -> GameInputToColumn

This commit is contained in:
Glenn Maynard
2006-09-13 09:22:24 +00:00
parent 8f676b30d5
commit 3183dcf60b
6 changed files with 8 additions and 8 deletions
+1 -1
View File
@@ -2863,7 +2863,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
const Style *pStyle = aStyles[i];
FOREACH_GameController(gc)
{
int iCol = pStyle->GameInputToStyleInput( GameInput(gc,gb) );
int iCol = pStyle->GameInputToColumn( GameInput(gc,gb) );
if( iCol != Column_INVALID )
bUsedInGameplay = true;
}
+2 -2
View File
@@ -1923,7 +1923,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
if( input.MenuI.player != PLAYER_1 )
return; // ignore
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
switch( input.type )
{
@@ -2077,7 +2077,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
return;
}
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
if( PREFSMAN->m_AutoPlay != PC_HUMAN || iCol == -1 )
return;
+2 -2
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@@ -2086,7 +2086,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
* However, if this is also a style button, don't do this. (pump center = start)
*/
bool bHoldingGiveUp = false;
if( GAMESTATE->m_pCurStyle->GameInputToStyleInput(input.GameI) == Column_INVALID )
if( GAMESTATE->m_pCurStyle->GameInputToColumn(input.GameI) == Column_INVALID )
{
bHoldingGiveUp |= ( START_GIVES_UP && input.MenuI.button == MENU_BUTTON_START );
bHoldingGiveUp |= ( BACK_GIVES_UP && input.MenuI.button == MENU_BUTTON_BACK );
@@ -2145,7 +2145,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
}
bool bRelease = input.type == IET_RELEASE;
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
if( GAMESTATE->m_bMultiplayer )
{
+1 -1
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@@ -345,7 +345,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS )
return; // ignore
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
const int iCol = GAMESTATE->m_pCurStyle->GameInputToColumn( input.GameI );
if( iCol != Column_INVALID && m_bStillEnteringName[input.MenuI.player])
{
int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
+1 -1
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@@ -57,7 +57,7 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
FAIL_M( ssprintf("Invalid column %i,%i", pn, iCol) );
};
int Style::GameInputToStyleInput( const GameInput &GameI ) const
int Style::GameInputToColumn( const GameInput &GameI ) const
{
if( m_iInputColumn[GameI.controller][GameI.button] == NO_MAPPING )
return Column_INVALID;
+1 -1
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@@ -54,7 +54,7 @@ public:
bool m_bLockDifficulties; // used in couple Styles
GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
int GameInputToStyleInput( const GameInput &GameI ) const;
int GameInputToColumn( const GameInput &GameI ) const;
PlayerNumber ControllerToPlayerNumber( GameController controller ) const;