Merge input symbols: any device can have any input key.

- This reduces the number of types associated with input; adding a
   distinct input type doesn't introduce a whole new enumerated type
   and related functions.
 - Special handling for different devices is needed less often.  If you
   want to respond to an F1 press, simply check for KEY_F1; the device
   type doesn't really matter (though it'll usually be a keyboard).
 - This allows cleaner support for generalized USB devices.  While they're
   usually of the traditional classes (keyboard, joystick) with associated
   inputs, they don't have to be.
 - Forced casts between parallel types can be removed, and weakly-specified
   variables (ints instead of the enum type) can be fixed.

Some things that might have been merged havn't; for example, arrow keys
on a keyboard (KEY_UP) are still distinct from axes on a joystick (JOY_UP).
These may or may not be merged in the future.

Some were: removed PUMP_ symbols.  Treat them as generic buttons, and just
give them names with GetDeviceSpecificInputString.  It's not worth
introducing more special names for something only used in one place.
This commit is contained in:
Glenn Maynard
2005-12-28 08:52:20 +00:00
parent 9869b7c196
commit 7039cafa9a
8 changed files with 107 additions and 258 deletions
+2 -2
View File
@@ -140,7 +140,7 @@ void InputFilter::SetButtonComment( const DeviceInput &di, const CString &sComme
void InputFilter::ResetDevice( InputDevice device )
{
RageTimer now;
for( int button = 0; button < GetNumDeviceButtons(device); ++button )
FOREACH_ENUM2( DeviceButton, button )
ButtonPressed( DeviceInput(device, button, -1, now), false );
}
@@ -173,7 +173,7 @@ void InputFilter::Update( float fDeltaTime )
* things like "key pressed, key release, key repeat". */
LockMut(*queuemutex);
DeviceInput di( (InputDevice)0,0,1.0f,now);
DeviceInput di( (InputDevice)0,DeviceButton_Invalid,1.0f,now);
set<Button> Buttons( g_ButtonsToProcess );
FOREACHS( Button, Buttons, b )