Decouple <cstddef>
This commit is contained in:
+17
-15
@@ -11,6 +11,8 @@
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#include "LocalizedString.h"
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#include "arch/Dialog/Dialog.h"
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#include <cstddef>
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#define AUTOMAPPINGS_DIR "/Data/AutoMappings/"
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static Preference<RString> g_sLastSeenInputDevices( "LastSeenInputDevices", "" );
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@@ -284,7 +286,7 @@ static const AutoMappings g_AutoMappings[] =
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),
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AutoMappings(
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"dance",
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"0b43:0003", // The EMS USB2 doesn't provide a model string, so Linux
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"0b43:0003", // The EMS USB2 doesn't provide a model string, so Linux
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// just gives us the VendorID and ModelID in hex.
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"EMS USB2",
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// Player 1.
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@@ -868,7 +870,7 @@ void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &Game
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void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
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{
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m_mappings.ClearFromInputMap( DeviceI );
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UpdateTempDItoGI();
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}
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@@ -983,7 +985,7 @@ bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const
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}
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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for( std::size_t i=0; i<GameI.size(); i++ )
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if( IsBeingPressed(GameI[i]) )
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return true;
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@@ -993,7 +995,7 @@ bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const
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bool InputMapper::IsBeingPressed(const std::vector<GameInput>& GameI, MultiPlayer mp, const DeviceInputList *pButtonState ) const
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{
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bool pressed= false;
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for(size_t i= 0; i < GameI.size(); ++i)
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for(std::size_t i= 0; i < GameI.size(); ++i)
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{
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pressed |= IsBeingPressed(GameI[i], mp, pButtonState);
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}
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@@ -1023,7 +1025,7 @@ void InputMapper::RepeatStopKey( GameButton MenuI, PlayerNumber pn )
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}
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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for( std::size_t i=0; i<GameI.size(); i++ )
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RepeatStopKey( GameI[i] );
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}
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@@ -1059,7 +1061,7 @@ float InputMapper::GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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for( std::size_t i=0; i<GameI.size(); i++ )
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fMaxSecsHeld = std::max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
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return fMaxSecsHeld;
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@@ -1087,7 +1089,7 @@ void InputMapper::ResetKeyRepeat( GameButton MenuI, PlayerNumber pn )
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}
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std::vector<GameInput> GameI;
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MenuToGame( MenuI, pn, GameI );
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for( size_t i=0; i<GameI.size(); i++ )
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for( std::size_t i=0; i<GameI.size(); i++ )
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ResetKeyRepeat( GameI[i] );
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}
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@@ -1118,7 +1120,7 @@ float InputMapper::GetLevel( GameButton MenuI, PlayerNumber pn ) const
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MenuToGame( MenuI, pn, GameI );
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float fLevel = 0;
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for( size_t i=0; i<GameI.size(); i++ )
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for( std::size_t i=0; i<GameI.size(); i++ )
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fLevel = std::max( fLevel, GetLevel(GameI[i]) );
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return fLevel;
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@@ -1140,7 +1142,7 @@ MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id )
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GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
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{
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for( GameButton gb=(GameButton) 0; gb<m_iButtonsPerController; gb=(GameButton)(gb+1) )
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for( GameButton gb=(GameButton) 0; gb<m_iButtonsPerController; gb=(GameButton)(gb+1) )
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if( strcasecmp(GetGameButtonName(gb), sButtonName) == 0 )
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return gb;
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@@ -1301,7 +1303,7 @@ void InputMappings::WriteMappings( const InputScheme *pInputScheme, RString sFil
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{
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IniFile ini;
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ini.ReadFile( sFilePath );
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// erase the key so that we overwrite everything for this game
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ini.DeleteKey( pInputScheme->m_szName );
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@@ -1321,10 +1323,10 @@ void InputMappings::WriteMappings( const InputScheme *pInputScheme, RString sFil
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std::vector<RString> asValues;
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for( int slot = 0; slot < NUM_USER_GAME_TO_DEVICE_SLOTS; ++slot ) // don't save data from the last (keyboard automap) slot
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asValues.push_back( m_GItoDI[i][j][slot].ToString() );
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while( asValues.size() && asValues.back() == "" )
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asValues.erase( asValues.begin()+asValues.size()-1 );
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RString sValueString = join( DEVICE_INPUT_SEPARATOR, asValues );
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pKey->AppendAttr( sNameString, sValueString );
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@@ -1339,7 +1341,7 @@ void InputMappings::SetInputMap( const DeviceInput &DeviceI, const GameInput &Ga
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// remove the old input
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ClearFromInputMap( DeviceI );
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ClearFromInputMap( GameI, iSlotIndex );
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ASSERT_M( GameI.controller < NUM_GameController,
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ssprintf("controller: %u >= %u", GameI.controller, NUM_GameController) );
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ASSERT_M( GameI.button < NUM_GameButton,
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@@ -1383,7 +1385,7 @@ bool InputMappings::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
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/*
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* (c) 2001-2003 Chris Danford
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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@@ -1393,7 +1395,7 @@ bool InputMappings::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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