GetDeviceSpecificInputString and DeviceInputToLocalizedString are

the same: "a string suitable for display", but just formatted slightly
differently.  Handle these the same way (so hopefully a way to merge
them will become visible).

This also fixes the RageInputDevice dependency on RageInput.
This commit is contained in:
Glenn Maynard
2006-06-15 06:07:45 +00:00
parent 7578717a5a
commit 3c9897989c
7 changed files with 63 additions and 48 deletions
+3 -2
View File
@@ -6,6 +6,7 @@
#include "ScreenSaveSync.h"
#include "GameConstantsAndTypes.h"
#include "GameManager.h"
#include "RageInput.h"
#include "RageLog.h"
#include "GameSoundManager.h"
#include "GameState.h"
@@ -3585,9 +3586,9 @@ static RString GetDeviceButtonsLocalized( const vector<EditButton> &veb, const M
DeviceInput diPress = editmap.button[*eb][s];
DeviceInput diHold = editmap.hold[*eb][s];
if( diPress.IsValid() )
vsPress.push_back( DeviceInputToLocalizedString(diPress) );
vsPress.push_back( INPUTMAN->GetLocalizedInputString(diPress) );
if( diHold.IsValid() )
vsHold.push_back( DeviceInputToLocalizedString(diHold) );
vsHold.push_back( INPUTMAN->GetLocalizedInputString(diHold) );
}
}