Don't duplicate the data for common GameButtons.

InputScheme separates the generic, low-level engine data
from the Game*-specific high-level data.  GameButtonType
is a high-level distinction; in fact, it's only needed
for custom GameButtons (eg. DANCE_BUTTON_*), since the
function of generic GameButtons (GAME_BUTTON_*) can simply
be identified by their value--that's why, for example, we
don't have GameButtonType for GAME_BUTTON_COIN.
This commit is contained in:
Glenn Maynard
2007-01-12 22:57:55 +00:00
parent 4d761d588e
commit 369a060afa
7 changed files with 218 additions and 165 deletions
+1 -1
View File
@@ -92,7 +92,7 @@ RString Style::ColToButtonName( int iCol ) const
return pzColumnName;
GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
return INPUTMAPPER->GetInputScheme()->m_GameButtonInfo[GI.button].m_szName;
return INPUTMAPPER->GetInputScheme()->GetGameButtonName(GI.button);
}
// Lua bindings