NUM_GameButton

This commit is contained in:
Glenn Maynard
2006-09-27 04:39:51 +00:00
parent e29c920b04
commit 6e6ea7971d
9 changed files with 52 additions and 52 deletions
+2 -2
View File
@@ -45,10 +45,10 @@ public:
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
int m_iButtonsPerController;
int GetNumGameplayButtons() const;
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
char m_szButtonNames[NUM_GameButton][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
GameButton m_DedicatedMenuButton[NUM_MenuButton];
GameButton m_SecondaryMenuButton[NUM_MenuButton];
DeviceButton m_iDefaultKeyboardKey[NUM_GameController][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
DeviceButton m_iDefaultKeyboardKey[NUM_GameController][NUM_GameButton]; // default keyboard keys only have an effect the current game is this game
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
MenuButton GameInputToMenuButton( GameInput GameI ) const;
+3 -3
View File
@@ -21,9 +21,9 @@ RString GameButtonToString( const Game* pGame, GameButton i );
RString GameButtonToLocalizedString( const Game* pGame, GameButton i );
GameButton StringToGameButton( const Game* pGame, const RString& s );
const GameButton MAX_GAME_BUTTONS = 20;
const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
#define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, MAX_GAME_BUTTONS, gb )
const GameButton NUM_GameButton = 20;
const GameButton GAME_BUTTON_INVALID = NUM_GameButton+1;
#define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, NUM_GameButton, gb )
enum // DanceButtons
{
+39 -39
View File
@@ -1040,7 +1040,7 @@ static Style g_Styles[] =
{ TRACK_4, +DANCE_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING }
},
@@ -1118,7 +1118,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 4, 7, 6, 5, Style::END_MAPPING }
},
@@ -1153,7 +1153,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING }
},
@@ -1192,7 +1192,7 @@ static Style g_Styles[] =
{ TRACK_6, +DANCE_COL_SPACING*2.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING },
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING }
},
@@ -1235,7 +1235,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*4.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, Style::END_MAPPING },
{ 4, 5, 6, 7, Style::END_MAPPING },
},
@@ -1269,7 +1269,7 @@ static Style g_Styles[] =
{ TRACK_6, +DANCE_6PANEL_VERSUS_COL_SPACING*2.5f },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING },
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING }
},
@@ -1312,7 +1312,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 4, 7, 6, 5, Style::END_MAPPING }
},
@@ -1350,7 +1350,7 @@ static Style g_Styles[] =
{ TRACK_5, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
},
@@ -1387,7 +1387,7 @@ static Style g_Styles[] =
{ TRACK_5, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
},
@@ -1426,7 +1426,7 @@ static Style g_Styles[] =
{ TRACK_6, +PUMP_COL_SPACING*2.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ Style::NO_MAPPING, 1, 0, Style::NO_MAPPING, 2, Style::END_MAPPING },
{ 3, Style::NO_MAPPING, 5, 4, Style::NO_MAPPING, Style::END_MAPPING }
},
@@ -1473,7 +1473,7 @@ static Style g_Styles[] =
{ TRACK_10, +PUMP_COL_SPACING*4.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 6, 8, 7, 5, 9, Style::END_MAPPING },
},
@@ -1510,7 +1510,7 @@ static Style g_Styles[] =
{ TRACK_10, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
},
@@ -1552,7 +1552,7 @@ static Style g_Styles[] =
{ TRACK_5, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 3, 2, 0, 4, 6, 8, 7, 5, 9, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, 6, 8, 7, 5, 9, Style::END_MAPPING },
},
@@ -1589,7 +1589,7 @@ static Style g_Styles[] =
{ TRACK_5, +EZ2_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
},
@@ -1630,7 +1630,7 @@ static Style g_Styles[] =
{ TRACK_7, +EZ2_REAL_COL_SPACING*3.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
},
@@ -1667,7 +1667,7 @@ static Style g_Styles[] =
{ TRACK_5, +EZ2_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
},
@@ -1708,7 +1708,7 @@ static Style g_Styles[] =
{ TRACK_7, +EZ2_REAL_COL_SPACING*3.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
},
@@ -1755,7 +1755,7 @@ static Style g_Styles[] =
{ TRACK_10, +EZ2_COL_SPACING*4.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
{ 5, 9, 7, 6, 8, Style::END_MAPPING },
},
@@ -1792,7 +1792,7 @@ static Style g_Styles[] =
{ TRACK_5, +PARA_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
},
@@ -1829,7 +1829,7 @@ static Style g_Styles[] =
{ TRACK_5, +PARA_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
},
@@ -1872,7 +1872,7 @@ static Style g_Styles[] =
{ TRACK_8, +DS3DDX_COL_SPACING*3.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, 5, 6, 7, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, Style::END_MAPPING },
},
@@ -1911,7 +1911,7 @@ static Style g_Styles[] =
{ TRACK_6, +BEAT_COL_SPACING*3.0f, "scratch" },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, Style::NO_MAPPING, Style::NO_MAPPING, 5, 5, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, Style::NO_MAPPING, Style::NO_MAPPING, 5, 5, Style::END_MAPPING }
},
@@ -1962,7 +1962,7 @@ static Style g_Styles[] =
{ TRACK_12, +BEAT_COL_SPACING*6.0f, "scratch" },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, Style::NO_MAPPING, Style::NO_MAPPING, 5, 5, Style::END_MAPPING },
{ 5, 6, 7, 8, 9, Style::NO_MAPPING, Style::NO_MAPPING, 10, 10, Style::END_MAPPING }
},
@@ -2005,7 +2005,7 @@ static Style g_Styles[] =
{ TRACK_8, +BEAT_COL_SPACING*4.0f, "scratch" },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 2, 3, 4, 5, 6, 7, 0, 0, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, 7, Style::END_MAPPING },
},
@@ -2064,7 +2064,7 @@ static Style g_Styles[] =
{ TRACK_16, +BEAT_COL_SPACING*8.0f, "scratch" },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 2, 3, 4, 5, 6, 7, 0, 0, Style::END_MAPPING },
{ 8, 9, 10, 11, 12, 13, 14, 15, 15, Style::END_MAPPING },
},
@@ -2099,7 +2099,7 @@ static Style g_Styles[] =
{ TRACK_4, +MANIAX_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 2, 0, 3, Style::END_MAPPING },
{ 1, 2, 0, 3, Style::END_MAPPING },
},
@@ -2134,7 +2134,7 @@ static Style g_Styles[] =
{ TRACK_4, +MANIAX_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 2, 0, 3, Style::END_MAPPING },
{ 1, 2, 0, 3, Style::END_MAPPING },
},
@@ -2177,7 +2177,7 @@ static Style g_Styles[] =
{ TRACK_8, +MANIAX_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 2, 0, 3, Style::END_MAPPING },
{ 5, 6, 4, 7, Style::END_MAPPING },
},
@@ -2212,7 +2212,7 @@ static Style g_Styles[] =
{ TRACK_4, +TECHNO_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING },
},
@@ -2249,7 +2249,7 @@ static Style g_Styles[] =
{ TRACK_5, +TECHNO_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
1, 3, 2, 0, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
@@ -2294,7 +2294,7 @@ static Style g_Styles[] =
{ TRACK_8, +TECHNO_COL_SPACING*2.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
},
@@ -2329,7 +2329,7 @@ static Style g_Styles[] =
{ TRACK_4, +TECHNO_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING },
},
@@ -2366,7 +2366,7 @@ static Style g_Styles[] =
{ TRACK_5, +TECHNO_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
1, 3, 2, 0, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
@@ -2411,7 +2411,7 @@ static Style g_Styles[] =
{ TRACK_8, +TECHNO_VERSUS_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
// { 1, 6, 4, Style::NO_MAPPING, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
@@ -2456,7 +2456,7 @@ static Style g_Styles[] =
{ TRACK_8, +TECHNO_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 4, 7, 6, 5, Style::END_MAPPING },
},
@@ -2503,7 +2503,7 @@ static Style g_Styles[] =
{ TRACK_10, +TECHNO_COL_SPACING*4.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
1, 3, 2, 0, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
@@ -2542,7 +2542,7 @@ static Style g_Styles[] =
{ TRACK_5, +POPN5_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ Style::NO_MAPPING, Style::NO_MAPPING, 0, 1, 2, 3, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, 0, 1, 2, 3, 4, Style::END_MAPPING },
},
@@ -2587,7 +2587,7 @@ static Style g_Styles[] =
{ TRACK_9, +POPN9_COL_SPACING*4.0f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, Style::END_MAPPING },
},
@@ -2630,7 +2630,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, Style::END_MAPPING },
},
+2 -2
View File
@@ -681,8 +681,8 @@ void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &Game
ASSERT_M( GameI.controller < NUM_GameController,
ssprintf("controller: %u >= %u", GameI.controller, NUM_GameController) );
ASSERT_M( GameI.button < MAX_GAME_BUTTONS,
ssprintf("button: %u >= %u", GameI.button, MAX_GAME_BUTTONS) );
ASSERT_M( GameI.button < NUM_GameButton,
ssprintf("button: %u >= %u", GameI.button, NUM_GameButton) );
ASSERT_M( iSlotIndex < NUM_GAME_TO_DEVICE_SLOTS,
ssprintf("slot: %u >= %u", iSlotIndex, NUM_GAME_TO_DEVICE_SLOTS) );
m_GItoDI[GameI.controller][GameI.button][iSlotIndex] = DeviceI;
+1 -1
View File
@@ -79,7 +79,7 @@ public:
protected:
// all the DeviceInputs that map to a GameInput
DeviceInput m_GItoDI[NUM_GameController][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS];
void UpdateTempDItoGI();
};
+2 -2
View File
@@ -47,7 +47,7 @@ const RString& LightsModeToString( LightsMode lm );
struct LightsState
{
bool m_bCabinetLights[NUM_CabinetLight];
bool m_bGameButtonLights[NUM_GameController][MAX_GAME_BUTTONS];
bool m_bGameButtonLights[NUM_GameController][NUM_GameButton];
};
class LightsDriver;
@@ -82,7 +82,7 @@ private:
void ChangeTestGameButtonLight( int iDir );
float m_fSecsLeftInCabinetLightBlink[NUM_CabinetLight];
float m_fSecsLeftInGameButtonBlink[NUM_GameController][MAX_GAME_BUTTONS];
float m_fSecsLeftInGameButtonBlink[NUM_GameController][NUM_GameButton];
float m_fActorLights[NUM_CabinetLight]; // current "power" of each actor light
float m_fSecsLeftInActorLightBlink[NUM_CabinetLight]; // duration to "power" an actor light
+1 -1
View File
@@ -1871,7 +1871,7 @@ void ScreenGameplay::UpdateLights()
const Style* pStyle = GAMESTATE->GetCurrentStyle();
bool bBlinkCabinetLight[NUM_CabinetLight];
bool bBlinkGameButton[NUM_GameController][MAX_GAME_BUTTONS];
bool bBlinkGameButton[NUM_GameController][NUM_GameButton];
ZERO( bBlinkCabinetLight );
ZERO( bBlinkGameButton );
bool bCrossedABeat = false;
+1 -1
View File
@@ -52,7 +52,7 @@ private:
AutoActor m_sprExit;
ActorFrame m_Line[MAX_GAME_BUTTONS+2]; // label, normal lines, exit
ActorFrame m_Line[NUM_GameButton+2]; // label, normal lines, exit
ActorScroller m_LineScroller;
RageSound m_soundChange;
+1 -1
View File
@@ -47,7 +47,7 @@ public:
/* This maps from game inputs to columns. More than one button may map to a
* single column. */
enum { NO_MAPPING = -1, END_MAPPING = -2 };
int m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GAME_BUTTON_INVALID
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
bool m_bNeedsZoomOutWith2Players;
bool m_bCanUseBeginnerHelper;