InputScheme

This commit is contained in:
Glenn Maynard
2006-09-30 09:05:13 +00:00
parent 77ad6633ee
commit 4a3f7054f0
+3 -5
View File
@@ -17,7 +17,7 @@
#include "RageLog.h"
#include "RageUtil.h"
#include "Game.h"
#include "GameState.h"
#include "InputMapper.h"
#include "NoteData.h"
#include <float.h>
@@ -47,7 +47,7 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
if( bUsingOneSide && gc != (int) pn )
continue;
for( int i = 0; i < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i )
for( int i = 0; i < m_pGame->m_InputScheme.m_iButtonsPerController && m_iInputColumn[gc][i] != END_MAPPING; ++i )
if( m_iInputColumn[gc][i] == iCol )
return GameInput( gc, i );
}
@@ -88,9 +88,7 @@ RString Style::ColToButtonName( int iCol ) const
return pzColumnName;
GameInput GI = StyleInputToGameInput( iCol, PLAYER_1 );
const Game *pGame = GAMESTATE->GetCurrentGame();
return pGame->m_szButtonNames[GI.button];
return INPUTMAPPER->GetInputScheme()->m_szButtonNames[GI.button];
}
// Lua bindings