DirectInput replaced with SDL's input routines. Keyboard works, but joystick and pump are untested.

This commit is contained in:
Chris Danford
2002-11-29 20:37:12 +00:00
parent 529057a85e
commit 4a588230e1
14 changed files with 504 additions and 837 deletions
+9 -9
View File
@@ -178,9 +178,9 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
/* We only advertise space as doing this, but most games
* use either backspace or delete, and I find them more
* intuitive, so allow them, too. -gm */
case DIK_SPACE:
case DIK_DELETE:
case DIK_BACK: /* Clear the selected input mapping. */
case SDLK_SPACE:
case SDLK_DELETE:
case SDLK_BACKSPACE: /* Clear the selected input mapping. */
{
GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton );
INPUTMAPPER->ClearFromInputMap( curGameI, m_iCurSlot );
@@ -189,7 +189,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
INPUTMAPPER->SaveMappingsToDisk();
}
break;
case DIK_LEFT: /* Move the selection left, wrapping up. */
case SDLK_LEFT: /* Move the selection left, wrapping up. */
if( m_iCurSlot == 0 && m_iCurController == 0 )
break; // can't go left any more
m_iCurSlot--;
@@ -199,7 +199,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
m_iCurController--;
}
break;
case DIK_RIGHT: /* Move the selection right, wrapping down. */
case SDLK_RIGHT: /* Move the selection right, wrapping down. */
if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 )
break; // can't go right any more
m_iCurSlot++;
@@ -209,20 +209,20 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
m_iCurController++;
}
break;
case DIK_UP: /* Move the selection up. */
case SDLK_UP: /* Move the selection up. */
if( m_iCurButton == 0 )
break; // can't go up any more
m_iCurButton--;
break;
case DIK_DOWN: /* Move the selection down. */
case SDLK_DOWN: /* Move the selection down. */
if( m_iCurButton == GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController-1 )
break; // can't go down any more
m_iCurButton++;
break;
case DIK_ESCAPE: /* Quit the screen. */
case SDLK_ESCAPE: /* Quit the screen. */
m_Menu.TweenOffScreenToBlack( SM_GoToNextScreen, true );
break;
case DIK_RETURN: /* Change the selection. */
case SDLK_RETURN: /* Change the selection. */
m_bWaitingForPress = true;
break;
}