cleanup
This commit is contained in:
@@ -48,20 +48,22 @@ public:
|
||||
void ResetKeyRepeat( const GameInput &GameI );
|
||||
void ResetKeyRepeat( const MenuInput &MenuI );
|
||||
|
||||
struct Mapping {
|
||||
struct Mapping
|
||||
{
|
||||
bool IsEndMarker() const { return iSlotIndex==-1; }
|
||||
|
||||
int iSlotIndex; // -1 == end marker
|
||||
DeviceButton deviceButton;
|
||||
GameButton gb;
|
||||
/* 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.
|
||||
*
|
||||
* This isn't well-tested; I only have one Pump pad. */
|
||||
|
||||
/*
|
||||
* 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 SecondController;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user