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