GameButton_Invalid
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@@ -133,7 +133,7 @@ bool CodeItem::Load( RString sButtonsNames )
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// Search for the corresponding GameButton
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const GameButton gb = pGame->ButtonNameToIndex( sButtonName );
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if( gb == GAME_BUTTON_INVALID )
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if( gb == GameButton_Invalid )
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{
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LOG->Trace( "The code '%s' contains an unrecognized button '%s'.", sButtonsNames.c_str(), sButtonName.c_str() );
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buttons.clear();
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@@ -9,7 +9,7 @@
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int Game::GetNumGameplayButtons() const
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{
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int iIndexOfStart = ButtonNameToIndex( "Start" );
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ASSERT( iIndexOfStart != GAME_BUTTON_INVALID );
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ASSERT( iIndexOfStart != GameButton_Invalid );
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return iIndexOfStart;
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}
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@@ -19,7 +19,7 @@ GameButton Game::ButtonNameToIndex( const RString &sButtonName ) const
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if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
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return i;
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return GAME_BUTTON_INVALID;
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return GameButton_Invalid;
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}
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MenuButton Game::GameInputToMenuButton( GameInput GameI ) const
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@@ -31,7 +31,7 @@ GameButton StringToGameButton( const Game* pGame, const RString& s )
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if( s == GameButtonToString(pGame,(GameButton)i) )
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return (GameButton)i;
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}
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return GAME_BUTTON_INVALID;
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return GameButton_Invalid;
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}
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@@ -22,7 +22,7 @@ RString GameButtonToLocalizedString( const Game* pGame, GameButton i );
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GameButton StringToGameButton( const Game* pGame, const RString& s );
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const GameButton NUM_GameButton = 20;
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const GameButton GAME_BUTTON_INVALID = NUM_GameButton+1;
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const GameButton GameButton_Invalid = NUM_GameButton+1;
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#define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, NUM_GameButton, gb )
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enum // DanceButtons
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@@ -240,7 +240,7 @@ enum // LightsButtons
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struct GameInput
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{
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GameInput(): controller(GameController_Invalid), button(GAME_BUTTON_INVALID) { }
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GameInput(): controller(GameController_Invalid), button(GameButton_Invalid) { }
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GameInput( GameController c, GameButton b ): controller(c), button(b) { }
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@@ -258,7 +258,7 @@ struct GameInput
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}
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inline bool IsValid() const { return controller != GameController_Invalid; };
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inline void MakeInvalid() { controller = GameController_Invalid; button = GAME_BUTTON_INVALID; };
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inline void MakeInvalid() { controller = GameController_Invalid; button = GameButton_Invalid; };
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RString ToString( const Game* pGame ) const;
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bool FromString( const Game* pGame, const RString &s );
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@@ -465,7 +465,7 @@ void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButto
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}
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}
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gcOut = GameController_Invalid;
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gbOut = GAME_BUTTON_INVALID;
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gbOut = GameButton_Invalid;
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}
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bool LightsManager::IsEnabled() const
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@@ -47,7 +47,7 @@ public:
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/* This maps from game inputs to columns. More than one button may map to a
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* single column. */
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enum { NO_MAPPING = -1, END_MAPPING = -2 };
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int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GAME_BUTTON_INVALID
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int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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bool m_bNeedsZoomOutWith2Players;
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bool m_bCanUseBeginnerHelper;
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