diff --git a/stepmania/src/GameManager.cpp b/stepmania/src/GameManager.cpp index 91136212b5..2514cf4a7e 100644 --- a/stepmania/src/GameManager.cpp +++ b/stepmania/src/GameManager.cpp @@ -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; } diff --git a/stepmania/src/ScreenEdit.cpp b/stepmania/src/ScreenEdit.cpp index 38f7586fe9..b94fc10b24 100644 --- a/stepmania/src/ScreenEdit.cpp +++ b/stepmania/src/ScreenEdit.cpp @@ -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; diff --git a/stepmania/src/ScreenGameplay.cpp b/stepmania/src/ScreenGameplay.cpp index 7abaacc43b..929bec35da 100644 --- a/stepmania/src/ScreenGameplay.cpp +++ b/stepmania/src/ScreenGameplay.cpp @@ -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 ) { diff --git a/stepmania/src/ScreenNameEntry.cpp b/stepmania/src/ScreenNameEntry.cpp index 24e23d4496..3e8e3606f5 100644 --- a/stepmania/src/ScreenNameEntry.cpp +++ b/stepmania/src/ScreenNameEntry.cpp @@ -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]; diff --git a/stepmania/src/Style.cpp b/stepmania/src/Style.cpp index 8859c5deeb..f15e9fbcfb 100644 --- a/stepmania/src/Style.cpp +++ b/stepmania/src/Style.cpp @@ -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; diff --git a/stepmania/src/Style.h b/stepmania/src/Style.h index fd037c734c..ea5338cf02 100644 --- a/stepmania/src/Style.h +++ b/stepmania/src/Style.h @@ -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;