kill alternative input

This commit is contained in:
AJ Kelly
2011-02-23 01:54:32 -06:00
parent 1aaea0711c
commit 48b9e6bb38
6 changed files with 9 additions and 111 deletions
-1
View File
@@ -3080,7 +3080,6 @@ Class="ScreenGameplayNormal"
NextScreen=Branch.AfterGameplay()
PrevScreen=Branch.BackOutOfStageInformation()
#
UseAlternativeInput=false
ShowLifeMeterForDisabledPlayers=false
StopCourseEarly=false
ShowEvaluationOnFail=true
+6 -8
View File
@@ -31,14 +31,12 @@ struct AutoMappingEntry
int m_iSlotIndex;
DeviceButton m_deviceButton;
GameButton m_gb; // GameButton_Invalid means unmap this button
/*
* If this is true, this is an auxilliary mapping assigned to the second
* player. If two of the same device are found, and the device has secondary
* entries, the later entries take precedence. This way, if a Pump pad is
* found, it'll map P1 to the primary pad and P2 to the secondary pad.
* (We can't tell if a slave pad is actually there.) Then, if a second primary
* is found (DEVICE_PUMP2), 2P will be mapped to it.
*/
/* If this is true, this is an auxilliary mapping assigned to the second
* player. If two of the same device are found, and the device has secondary
* entries, the later entries take precedence. This way, if a Pump pad is
* found, it'll map P1 to the primary pad and P2 to the secondary pad. (We
* can't tell if a slave pad is actually there.) Then, if a second primary
* is found (DEVICE_PUMP2), 2P will be mapped to it. */
bool m_bSecondController;
};
-50
View File
@@ -797,17 +797,6 @@ void Player::Update( float fDeltaTime )
bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI );
if( m_vAlterMap.size() > 0 ) // alternate input is being used
{
for( unsigned int i=0; i < m_vAlterMap.size(); ++i )
{
if( m_vAlterMap[i].inpMain == GameI )
{
bIsHoldingButton = bIsHoldingButton || INPUTMAPPER->IsBeingPressed( m_vAlterMap[i].inpAlt );
}
}
}
// TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
if( m_pNoteField )
@@ -1094,17 +1083,6 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
// this previously read as bIsHoldingButton &=
// was there a specific reason for this? - Friez
bIsHoldingButton &= INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
if( m_vAlterMap.size() > 0 ) // alternate input is being used
{
for( unsigned int i=0; i < m_vAlterMap.size(); ++i )
{
if( m_vAlterMap[i].inpMain == GameI )
{
bIsHoldingButton = bIsHoldingButton | INPUTMAPPER->IsBeingPressed( m_vAlterMap[i].inpAlt );
}
}
}
}
}
@@ -2747,39 +2725,11 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
if( m_vAlterMap.size() > 0 ) // alternate input is being used
{
for( unsigned int i=0; i < m_vAlterMap.size(); ++i )
{
if( m_vAlterMap[i].inpMain == GameI )
{
GameInput GameIB = m_vAlterMap[i].inpAlt;
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameIB, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
}
}
}
}
else if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
{
Step( iTrack, -1, now, true, false );
}
else if( m_vAlterMap.size() > 0 ) // alternate input being used
{
for( unsigned int i=0; i < m_vAlterMap.size(); ++i )
{
if( m_vAlterMap[i].inpMain == GameI )
{
GameInput GameIB = m_vAlterMap[i].inpAlt;
if( INPUTMAPPER->IsBeingPressed(GameIB, m_pPlayerState->m_mp) )
{
Step( iTrack, -1, now, true, false );
}
}
}
}
}
break;
case TapNote::mine:
-2
View File
@@ -104,8 +104,6 @@ public:
void SetSendJudgmentAndComboMessages( bool b ) { m_bSendJudgmentAndComboMessages = b; }
vector<AlternateMapping> m_vAlterMap;
// Lua
virtual void PushSelf( lua_State *L );
-44
View File
@@ -352,7 +352,6 @@ void ScreenGameplay::Init()
GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
FAIL_ON_MISS_COMBO.Load( m_sName, "FailOnMissCombo" );
ALLOW_CENTER_1_PLAYER.Load( m_sName, "AllowCenter1Player" );
USE_ALTERNATIVE_INPUT.Load( m_sName, "UseAlternativeInput");
// configurable:
UNPAUSE_WITH_START.Load( m_sName, "UnpauseWithStart");
@@ -763,38 +762,6 @@ void ScreenGameplay::Init()
LoadNextSong();
m_GiveUpTimer.SetZero();
if( USE_ALTERNATIVE_INPUT ) // using alternative input
{
int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
{
for( int col=0; col < iNumCols; ++col )
{
// TODO: Remove use of PlayerNumber.
GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( col, pi->m_pn );
ThemeMetric<RString> tmpMetric;
tmpMetric.Load( m_sName,ssprintf( "AltInp%s%s",GAMESTATE->GetCurrentStyle()->m_szName,GameI.ToString( INPUTMAPPER->GetInputScheme() ).c_str() ) );
if(tmpMetric.GetValue() != "")
{
GameInput GameIAlt;
GameIAlt.FromString( INPUTMAPPER->GetInputScheme(),tmpMetric.GetValue() );
AlternateMapping tmpMap;
tmpMap.inpMain = GameI;
tmpMap.inpAlt = GameIAlt;
m_vAlterMap.push_back( tmpMap );
FOREACH( PlayerInfo, m_vPlayerInfo, pi )
{
pi->m_pPlayer->m_vAlterMap.push_back( tmpMap );
}
}
}
}
}
}
bool ScreenGameplay::Center1Player() const
@@ -2260,17 +2227,6 @@ void ScreenGameplay::Input( const InputEventPlus &input )
int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
if( USE_ALTERNATIVE_INPUT ) // using alternative input
{
for( unsigned int i=0; i < m_vAlterMap.size(); ++i )
{
if( m_vAlterMap[i].inpAlt == input.GameI )
{
iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( m_vAlterMap[i].inpMain );
}
}
}
// Don't pass on any inputs to Player that aren't a press or a release.
switch( input.type )
{
-3
View File
@@ -189,11 +189,8 @@ protected:
ThemeMetric<bool> GIVING_UP_GOES_TO_PREV_SCREEN;
ThemeMetric<int> FAIL_ON_MISS_COMBO;
ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
ThemeMetric<bool> USE_ALTERNATIVE_INPUT;
ThemeMetric<bool> UNPAUSE_WITH_START;
vector<AlternateMapping> m_vAlterMap;
bool IsLastSong();
void SetupSong( int iSongIndex );
void ReloadCurrentSong();