MenuButton -> GameButton
This commit is contained in:
@@ -131,8 +131,8 @@ static const Game g_Game_Dance =
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{ "Right", MENU_BUTTON_RIGHT },
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{ "Up", MENU_BUTTON_UP },
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{ "Down", MENU_BUTTON_DOWN },
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{ "UpLeft", MenuButton_Invalid },
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{ "UpRight", MenuButton_Invalid },
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{ "UpLeft", GameButton_Invalid },
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{ "UpRight", GameButton_Invalid },
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},
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g_AutoKeyMappings_Dance
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},
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@@ -230,8 +230,8 @@ static const Game g_Game_Ez2 =
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{ "FootDown", MENU_BUTTON_START },
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{ "HandUpLeft", MENU_BUTTON_LEFT },
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{ "HandUpRight", MENU_BUTTON_RIGHT },
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{ "HandLrLeft", MenuButton_Invalid },
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{ "HandLrRight", MenuButton_Invalid },
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{ "HandLrLeft", GameButton_Invalid },
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{ "HandLrRight", GameButton_Invalid },
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},
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g_AutoKeyMappings_Ez2
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},
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@@ -272,7 +272,7 @@ static const Game g_Game_Para =
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{ // m_szButtonNames
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{ "Left", MENU_BUTTON_LEFT },
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{ "UpLeft", MENU_BUTTON_DOWN },
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{ "Up", MenuButton_Invalid },
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{ "Up", GameButton_Invalid },
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{ "UpRight", MENU_BUTTON_UP },
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{ "Right", MENU_BUTTON_RIGHT },
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},
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@@ -315,12 +315,12 @@ static const Game g_Game_DS3DDX =
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NUM_DS3DDX_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "HandLeft", MENU_BUTTON_LEFT },
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{ "FootDownLeft", MenuButton_Invalid },
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{ "FootUpLeft", MenuButton_Invalid },
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{ "FootDownLeft", GameButton_Invalid },
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{ "FootUpLeft", GameButton_Invalid },
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{ "HandUp", MENU_BUTTON_UP },
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{ "HandDown", MENU_BUTTON_DOWN },
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{ "FootUpRight", MenuButton_Invalid },
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{ "FootDownRight", MenuButton_Invalid },
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{ "FootUpRight", GameButton_Invalid },
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{ "FootDownRight", GameButton_Invalid },
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{ "HandRight", MENU_BUTTON_RIGHT },
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},
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g_AutoKeyMappings_DS3DDX
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@@ -365,12 +365,12 @@ static const Game g_Game_Beat =
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NUM_BEAT_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Key1", MENU_BUTTON_LEFT },
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{ "Key2", MenuButton_Invalid },
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{ "Key2", GameButton_Invalid },
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{ "Key3", MENU_BUTTON_RIGHT },
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{ "Key4", MenuButton_Invalid },
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{ "Key5", MenuButton_Invalid },
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{ "Key6", MenuButton_Invalid },
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{ "Key7", MenuButton_Invalid },
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{ "Key4", GameButton_Invalid },
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{ "Key5", GameButton_Invalid },
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{ "Key6", GameButton_Invalid },
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{ "Key7", GameButton_Invalid },
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{ "Scratch up", MENU_BUTTON_UP },
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{ "Scratch down", MENU_BUTTON_DOWN },
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},
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@@ -472,11 +472,11 @@ static const Game g_Game_Techno =
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{ "Right", MENU_BUTTON_RIGHT },
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{ "Up", MENU_BUTTON_UP },
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{ "Down", MENU_BUTTON_DOWN },
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{ "UpLeft", MenuButton_Invalid },
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{ "UpRight", MenuButton_Invalid },
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{ "Center", MenuButton_Invalid },
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{ "DownLeft", MenuButton_Invalid },
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{ "DownRight", MenuButton_Invalid },
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{ "UpLeft", GameButton_Invalid },
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{ "UpRight", GameButton_Invalid },
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{ "Center", GameButton_Invalid },
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{ "DownLeft", GameButton_Invalid },
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{ "DownRight", GameButton_Invalid },
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},
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g_AutoKeyMappings_Techno
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},
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@@ -521,15 +521,15 @@ static const Game g_Game_Popn =
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"popn", // m_szName
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NUM_POPN_BUTTONS, // m_iButtonsPerController
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{ // m_szButtonNames
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{ "Left White", MenuButton_Invalid },
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{ "Left White", GameButton_Invalid },
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{ "Left Yellow", MENU_BUTTON_UP },
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{ "Left Green", MenuButton_Invalid },
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{ "Left Green", GameButton_Invalid },
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{ "Left Blue", MENU_BUTTON_LEFT },
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{ "Red", MENU_BUTTON_START },
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{ "Right Blue", MENU_BUTTON_RIGHT },
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{ "Right Green", MenuButton_Invalid },
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{ "Right Green", GameButton_Invalid },
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{ "Right Yellow", MENU_BUTTON_DOWN },
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{ "Right White", MenuButton_Invalid },
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{ "Right White", GameButton_Invalid },
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},
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g_AutoKeyMappings_Popn
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},
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@@ -577,10 +577,10 @@ static const Game g_Game_Lights =
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{ "MarqueeUpRight", MENU_BUTTON_RIGHT },
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{ "MarqueeLrLeft", MENU_BUTTON_UP },
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{ "MarqueeLrRight", MENU_BUTTON_DOWN },
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{ "ButtonsLeft", MenuButton_Invalid },
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{ "ButtonsRight", MenuButton_Invalid },
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{ "BassLeft", MenuButton_Invalid },
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{ "BassRight", MenuButton_Invalid },
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{ "ButtonsLeft", GameButton_Invalid },
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{ "ButtonsRight", GameButton_Invalid },
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{ "BassLeft", GameButton_Invalid },
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{ "BassRight", GameButton_Invalid },
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},
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g_AutoKeyMappings_Lights
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},
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@@ -814,7 +814,7 @@ PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
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return (PlayerNumber) controller;
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}
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MenuButton InputMapper::GameButtonToMenuButton( GameButton gb )
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GameButton InputMapper::GameButtonToMenuButton( GameButton gb )
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{
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return m_pInputScheme->GameButtonToMenuButton( gb );
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}
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@@ -828,7 +828,7 @@ void InputMapper::SetJoinControllers( PlayerNumber pn )
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}
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void InputMapper::MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] )
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void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, GameInput GameIout[4] )
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{
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if( g_JoinControllers != PLAYER_INVALID )
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pn = PLAYER_INVALID;
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@@ -855,7 +855,7 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
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return false;
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}
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bool InputMapper::IsBeingPressed( MenuButton MenuI, PlayerNumber pn )
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bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, pn, GameI );
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@@ -877,7 +877,7 @@ void InputMapper::RepeatStopKey( const GameInput &GameI )
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}
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}
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void InputMapper::RepeatStopKey( MenuButton MenuI, PlayerNumber pn )
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void InputMapper::RepeatStopKey( GameButton MenuI, PlayerNumber pn )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, pn, GameI );
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@@ -904,7 +904,7 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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return fMaxSecsHeld;
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}
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float InputMapper::GetSecsHeld( MenuButton MenuI, PlayerNumber pn )
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float InputMapper::GetSecsHeld( GameButton MenuI, PlayerNumber pn )
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{
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float fMaxSecsHeld = 0;
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@@ -927,7 +927,7 @@ void InputMapper::ResetKeyRepeat( const GameInput &GameI )
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}
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}
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void InputMapper::ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn )
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void InputMapper::ResetKeyRepeat( GameButton MenuI, PlayerNumber pn )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, pn, GameI );
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@@ -959,7 +959,7 @@ GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
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return GameButton_Invalid;
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}
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MenuButton InputScheme::GameButtonToMenuButton( GameButton gb ) const
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GameButton InputScheme::GameButtonToMenuButton( GameButton gb ) const
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{
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if( gb < GAME_BUTTON_NEXT )
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return gb;
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@@ -967,12 +967,12 @@ MenuButton InputScheme::GameButtonToMenuButton( GameButton gb ) const
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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return GetMenuButtonSecondaryFunction( gb );
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return MenuButton_Invalid; // no MenuButton for this GameButton
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return GameButton_Invalid; // no GameButton for this GameButton
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}
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void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
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void InputScheme::MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
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{
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ASSERT( MenuI != MenuButton_Invalid );
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ASSERT( MenuI != GameButton_Invalid );
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GameIout[0].MakeInvalid(); // initialize
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GameIout[1].MakeInvalid();
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@@ -1017,22 +1017,22 @@ void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, Gam
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}
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}
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MenuButton InputScheme::GetMenuButtonSecondaryFunction( GameButton gb ) const
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GameButton InputScheme::GetMenuButtonSecondaryFunction( GameButton gb ) const
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{
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return GetGameButtonInfo(gb)->m_SecondaryMenuButton;
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}
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static const InputScheme::GameButtonInfo g_CommonGameButtonInfo[] =
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{
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{ "MenuLeft", MenuButton_Invalid },
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{ "MenuRight", MenuButton_Invalid },
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{ "MenuUp", MenuButton_Invalid },
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{ "MenuDown", MenuButton_Invalid },
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{ "Start", MenuButton_Invalid },
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{ "Select", MenuButton_Invalid },
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{ "Back", MenuButton_Invalid },
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{ "Coin", MenuButton_Invalid },
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{ "Operator", MenuButton_Invalid },
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{ "MenuLeft", GameButton_Invalid },
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{ "MenuRight", GameButton_Invalid },
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{ "MenuUp", GameButton_Invalid },
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{ "MenuDown", GameButton_Invalid },
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{ "Start", GameButton_Invalid },
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{ "Select", GameButton_Invalid },
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{ "Back", GameButton_Invalid },
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{ "Coin", GameButton_Invalid },
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{ "Operator", GameButton_Invalid },
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};
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const InputScheme::GameButtonInfo *InputScheme::GetGameButtonInfo( GameButton gb ) const
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+10
-10
@@ -41,16 +41,16 @@ public:
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struct GameButtonInfo
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{
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const char *m_szName; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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MenuButton m_SecondaryMenuButton;
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GameButton m_SecondaryMenuButton;
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};
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/* Data for each Game-specific GameButton. This starts at GAME_BUTTON_NEXT. */
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GameButtonInfo m_GameButtonInfo[NUM_GameButton];
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const InputMapping *m_Maps;
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GameButton ButtonNameToIndex( const RString &sButtonName ) const;
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MenuButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const;
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MenuButton GetMenuButtonSecondaryFunction( GameButton gb ) const;
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GameButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const;
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GameButton GetMenuButtonSecondaryFunction( GameButton gb ) const;
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const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const;
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const char *GetGameButtonName( GameButton gb ) const;
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};
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@@ -84,21 +84,21 @@ public:
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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MenuButton GameButtonToMenuButton( GameButton gb );
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void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
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GameButton GameButtonToMenuButton( GameButton gb );
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void MenuToGame( GameButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
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PlayerNumber ControllerToPlayerNumber( GameController controller );
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid );
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float GetSecsHeld( MenuButton MenuI, PlayerNumber pn );
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float GetSecsHeld( GameButton MenuI, PlayerNumber pn );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn );
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bool IsBeingPressed( GameButton MenuI, PlayerNumber pn );
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn );
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void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
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void RepeatStopKey( const GameInput &GameI );
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void RepeatStopKey( MenuButton MenuI, PlayerNumber pn );
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void RepeatStopKey( GameButton MenuI, PlayerNumber pn );
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typedef InputMapping Mapping;
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@@ -347,7 +347,7 @@ EditButton ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI ) const
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}
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/* Given a DeviceInput that was just depressed, return an active edit function. */
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EditButton ScreenEdit::MenuButtonToEditButton( MenuButton MenuI ) const
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EditButton ScreenEdit::MenuButtonToEditButton( GameButton MenuI ) const
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{
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const MapEditButtonToMenuButton *pCurrentMap = GetCurrentMenuButtonMap();
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@@ -104,7 +104,7 @@ void ScreenMapControllers::Init()
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pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
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GameButton mb = INPUTMAPPER->GetInputScheme()->GetMenuButtonSecondaryFunction( pKey->m_GameButton );
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RString sText;
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if( mb != MenuButton_Invalid )
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if( mb != GameButton_Invalid )
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sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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pSecondary->SetText( sText );
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@@ -65,7 +65,7 @@ void ScreenSelectMaster::Init()
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ScreenSelect::Init();
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m_TrackingRepeatingInput = MenuButton_Invalid;
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m_TrackingRepeatingInput = GameButton_Invalid;
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vector<PlayerNumber> vpns;
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if( SHARED_SELECTION )
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@@ -60,7 +60,7 @@ class InputList: public BitmapText
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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{
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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 != GameButton_Invalid )
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{
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RString sGameButtonString = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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sTemp += ssprintf( " - (%s %s)", sGameButtonString.c_str(), SECONDARY.GetValue().c_str() );
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