MenuButton -> GameButton
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@@ -13,13 +13,13 @@ class InputEventPlus
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public:
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public:
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InputEventPlus():
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InputEventPlus():
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type(IET_FIRST_PRESS),
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type(IET_FIRST_PRESS),
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MenuI(MenuButton_Invalid),
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MenuI(GameButton_Invalid),
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pn(PLAYER_INVALID),
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pn(PLAYER_INVALID),
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mp(MultiPlayer_Invalid) { }
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mp(MultiPlayer_Invalid) { }
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DeviceInput DeviceI;
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DeviceInput DeviceI;
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GameInput GameI;
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GameInput GameI;
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InputEventType type;
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InputEventType type;
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MenuButton MenuI;
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GameButton MenuI;
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PlayerNumber pn;
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PlayerNumber pn;
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MultiPlayer mp;
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MultiPlayer mp;
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DeviceInputList InputList;
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DeviceInputList InputList;
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@@ -152,15 +152,15 @@ struct MapEditToDI
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}
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}
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};
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};
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// Like MapEditToDI, but maps MenuButton instead of DeviceInput.
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// Like MapEditToDI, but maps GameButton instead of DeviceInput.
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struct MapEditButtonToMenuButton
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struct MapEditButtonToMenuButton
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{
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{
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MenuButton button[NUM_EditButton][NUM_EDIT_TO_MENU_SLOTS];
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GameButton button[NUM_EditButton][NUM_EDIT_TO_MENU_SLOTS];
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void Clear()
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void Clear()
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{
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{
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FOREACH_EditButton(e)
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FOREACH_EditButton(e)
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for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot )
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for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot )
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button[e][slot] = MenuButton_Invalid;
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button[e][slot] = GameButton_Invalid;
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}
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}
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};
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};
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@@ -465,7 +465,7 @@ public:
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void InitEditMappings();
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void InitEditMappings();
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EditButton DeviceToEdit( const DeviceInput &DeviceI ) const;
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EditButton DeviceToEdit( const DeviceInput &DeviceI ) const;
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EditButton MenuButtonToEditButton( MenuButton MenuI ) const;
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EditButton MenuButtonToEditButton( GameButton MenuI ) const;
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bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
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bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
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bool EditPressed( EditButton button, const DeviceInput &DeviceI );
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bool EditPressed( EditButton button, const DeviceInput &DeviceI );
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bool EditIsBeingPressed( EditButton button ) const;
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bool EditIsBeingPressed( EditButton button ) const;
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@@ -102,7 +102,7 @@ void ScreenMapControllers::Init()
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BitmapText *pSecondary = new BitmapText;
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BitmapText *pSecondary = new BitmapText;
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pSecondary->SetName( "Secondary" );
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pSecondary->SetName( "Secondary" );
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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MenuButton mb = INPUTMAPPER->GetInputScheme()->GetMenuButtonSecondaryFunction( pKey->m_GameButton );
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GameButton mb = INPUTMAPPER->GetInputScheme()->GetMenuButtonSecondaryFunction( pKey->m_GameButton );
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RString sText;
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RString sText;
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if( mb != MenuButton_Invalid )
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if( mb != MenuButton_Invalid )
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sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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@@ -278,7 +278,7 @@ void ScreenNameEntry::Init()
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/* Find out if this column is associated with the START menu button. */
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/* Find out if this column is associated with the START menu button. */
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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MenuButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
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GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
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if( mb == MENU_BUTTON_START )
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if( mb == MENU_BUTTON_START )
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continue;
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continue;
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m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
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m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
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@@ -101,7 +101,7 @@ protected:
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int m_iChoice[NUM_PLAYERS];
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int m_iChoice[NUM_PLAYERS];
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bool m_bChosen[NUM_PLAYERS];
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bool m_bChosen[NUM_PLAYERS];
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MenuButton m_TrackingRepeatingInput;
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GameButton m_TrackingRepeatingInput;
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};
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};
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@@ -59,7 +59,7 @@ class InputList: public BitmapText
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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{
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{
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MenuButton mb = INPUTMAPPER->GetInputScheme()->GetMenuButtonSecondaryFunction( gi.button );
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GameButton mb = INPUTMAPPER->GetInputScheme()->GetMenuButtonSecondaryFunction( gi.button );
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if( mb != MenuButton_Invalid )
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if( mb != MenuButton_Invalid )
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{
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{
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RString sGameButtonString = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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RString sGameButtonString = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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