allow InputDeviceHandlers to provide a device-specific input string for displaying

This commit is contained in:
Chris Danford
2005-08-17 05:56:59 +00:00
parent 1e1531df2f
commit 365e564939
4 changed files with 22 additions and 5 deletions
+3 -3
View File
@@ -17,6 +17,7 @@
#include "Bookkeeper.h"
#include "ProfileManager.h"
#include "CodeDetector.h"
#include "RageInput.h"
static bool g_bIsDisplayed = false;
static bool g_bIsSlow = false;
@@ -90,12 +91,11 @@ static MapDebugToDI g_Mappings;
static CString GetDebugButtonName( int i )
{
// TODO: Make arch appropriate.
vector<CString> v;
if( g_Mappings.debugButton[i].IsValid() )
v.push_back( g_Mappings.debugButton[i].toString() );
v.push_back( INPUTMAN->GetDeviceSpecificInputString(g_Mappings.debugButton[i]) );
if( g_Mappings.gameplayButton[i].IsValid() )
v.push_back( g_Mappings.gameplayButton[i].toString()+" in gameplay" );
v.push_back( INPUTMAN->GetDeviceSpecificInputString(g_Mappings.gameplayButton[i])+" in gameplay" );
return join( " or ", v );
}