big checkin - new noteskin format and XY positioning. I probably broke a lot of things.
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@@ -38,25 +38,24 @@ void InputMapper::ClearAllMappings()
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m_GItoDI[i][j][k].MakeInvalid();
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}
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void InputMapper::ClearDefaultMappings()
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void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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{
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// default mappings are in the third slot
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// Clear default mappings. Default mappings are in the third slot.
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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m_GItoDI[i][j][2].MakeInvalid();
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}
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ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
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void InputMapper::AddDefaultMappingsForCurrentGame()
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{
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
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{
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for( int b=0; b<pGameDef->m_iButtonsPerController; b++ )
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{
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int key = pGameDef->m_iDefaultKeyboardKey[c][b];
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if( key == -1 ) // "no key" marker"
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continue;
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DeviceInput DeviceI( DEVICE_KEYBOARD, key );
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GameInput GameI( (GameController)c, (GameButton)b );
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if( key != -1 && !IsMapped(DeviceI) )
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if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping
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SetInputMap( DeviceI, GameI, 2 );
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}
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}
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@@ -71,9 +70,8 @@ void InputMapper::ReadMappingsFromDisk()
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CString sPath = GAMESTATE->GetCurrentGameDef()->m_szName + CString("Map.ini");
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IniFile ini;
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ini.SetPath( sPath );
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if( !ini.ReadFile() ) {
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if( !ini.ReadFile() )
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LOG->Warn( "could not input mapping file '%s'.", sPath );
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}
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IniFile::key* pKey = ini.GetKey( "Input" );
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@@ -100,8 +98,7 @@ void InputMapper::ReadMappingsFromDisk()
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}
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}
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ClearDefaultMappings();
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AddDefaultMappingsForCurrentGame();
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AddDefaultMappingsForCurrentGameIfUnmapped();
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}
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