smsvn -> ssc-hg glue: rearrange directory structure
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/* InputMapper - Holds user-chosen input preferences and saves it between sessions. */
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#ifndef INPUT_MAPPER_H
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#define INPUT_MAPPER_H
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#include "RageInputDevice.h"
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#include "GameInput.h"
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#include "PlayerNumber.h"
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class Game;
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
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const int NUM_USER_GAME_TO_DEVICE_SLOTS = 2;
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struct AutoMappingEntry
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{
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AutoMappingEntry( int i, DeviceButton db, GameButton gb, bool b )
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{
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m_iSlotIndex = i;
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m_deviceButton = db;
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m_gb = gb;
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m_bSecondController = b;
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}
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AutoMappingEntry()
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{
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m_iSlotIndex = -1;
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m_deviceButton = DeviceButton_Invalid;
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m_gb = GameButton_Invalid;
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m_bSecondController = false;
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}
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bool IsEmpty() const { return m_deviceButton == DeviceButton_Invalid && m_gb == GameButton_Invalid; }
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int m_iSlotIndex;
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DeviceButton m_deviceButton;
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GameButton m_gb; // GameButton_Invalid means unmap this button
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/*
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* If this is true, this is an auxilliary mapping assigned to the second
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* player. If two of the same device are found, and the device has secondary
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* entries, the later entries take precedence. This way, if a Pump pad is
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* found, it'll map P1 to the primary pad and P2 to the secondary pad.
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* (We can't tell if a slave pad is actually there.) Then, if a second primary
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* is found (DEVICE_PUMP2), 2P will be mapped to it.
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*/
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bool m_bSecondController;
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};
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struct AutoMappings
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{
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AutoMappings(
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RString s1,
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RString s2,
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RString s3,
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AutoMappingEntry im0 = AutoMappingEntry(),
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AutoMappingEntry im1 = AutoMappingEntry(),
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AutoMappingEntry im2 = AutoMappingEntry(),
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AutoMappingEntry im3 = AutoMappingEntry(),
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AutoMappingEntry im4 = AutoMappingEntry(),
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AutoMappingEntry im5 = AutoMappingEntry(),
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AutoMappingEntry im6 = AutoMappingEntry(),
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AutoMappingEntry im7 = AutoMappingEntry(),
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AutoMappingEntry im8 = AutoMappingEntry(),
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AutoMappingEntry im9 = AutoMappingEntry(),
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AutoMappingEntry im10 = AutoMappingEntry(),
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AutoMappingEntry im11 = AutoMappingEntry(),
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AutoMappingEntry im12 = AutoMappingEntry(),
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AutoMappingEntry im13 = AutoMappingEntry(),
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AutoMappingEntry im14 = AutoMappingEntry(),
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AutoMappingEntry im15 = AutoMappingEntry(),
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AutoMappingEntry im16 = AutoMappingEntry(),
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AutoMappingEntry im17 = AutoMappingEntry(),
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AutoMappingEntry im18 = AutoMappingEntry(),
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AutoMappingEntry im19 = AutoMappingEntry(),
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AutoMappingEntry im20 = AutoMappingEntry(),
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AutoMappingEntry im21 = AutoMappingEntry(),
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AutoMappingEntry im22 = AutoMappingEntry(),
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AutoMappingEntry im23 = AutoMappingEntry(),
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AutoMappingEntry im24 = AutoMappingEntry(),
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AutoMappingEntry im25 = AutoMappingEntry(),
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AutoMappingEntry im26 = AutoMappingEntry(),
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AutoMappingEntry im27 = AutoMappingEntry(),
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AutoMappingEntry im28 = AutoMappingEntry(),
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AutoMappingEntry im29 = AutoMappingEntry(),
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AutoMappingEntry im30 = AutoMappingEntry(),
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AutoMappingEntry im31 = AutoMappingEntry(),
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AutoMappingEntry im32 = AutoMappingEntry(),
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AutoMappingEntry im33 = AutoMappingEntry(),
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AutoMappingEntry im34 = AutoMappingEntry(),
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AutoMappingEntry im35 = AutoMappingEntry(),
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AutoMappingEntry im36 = AutoMappingEntry(),
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AutoMappingEntry im37 = AutoMappingEntry(),
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AutoMappingEntry im38 = AutoMappingEntry(),
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AutoMappingEntry im39 = AutoMappingEntry() )
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{
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m_sGame = s1;
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m_sDriverRegex = s2;
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m_sControllerName = s3;
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#define PUSH( im ) if(!im.IsEmpty()) m_vMaps.push_back(im);
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PUSH(im0);PUSH(im1);PUSH(im2);PUSH(im3);PUSH(im4);PUSH(im5);PUSH(im6);PUSH(im7);PUSH(im8);PUSH(im9);PUSH(im10);PUSH(im11);PUSH(im12);PUSH(im13);PUSH(im14);PUSH(im15);PUSH(im16);PUSH(im17);PUSH(im18);PUSH(im19);
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PUSH(im20);PUSH(im21);PUSH(im22);PUSH(im23);PUSH(im24);PUSH(im25);PUSH(im26);PUSH(im27);PUSH(im28);PUSH(im29);PUSH(im30);PUSH(im31);PUSH(im32);PUSH(im33);PUSH(im34);PUSH(im35);PUSH(im36);PUSH(im37);PUSH(im38);PUSH(im39);
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#undef PUSH
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}
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/* Strings used by automatic joystick mappings. */
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RString m_sGame; // only used
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RString m_sDriverRegex; // reported by InputHandler
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RString m_sControllerName; // the product name of the controller
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vector<AutoMappingEntry> m_vMaps;
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};
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class InputScheme
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{
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public:
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const char *m_szName;
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int m_iButtonsPerController;
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struct GameButtonInfo
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{
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const char *m_szName; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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GameButton m_SecondaryMenuButton;
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};
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/* Data for each Game-specific GameButton. This starts at GAME_BUTTON_NEXT. */
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GameButtonInfo m_GameButtonInfo[NUM_GameButton];
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const AutoMappings *m_pAutoMappings;
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GameButton ButtonNameToIndex( const RString &sButtonName ) const;
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GameButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
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void MenuButtonToGameButtons( GameButton MenuI, vector<GameButton> &aGameButtons ) const;
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const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const;
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const char *GetGameButtonName( GameButton gb ) const;
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};
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#define FOREACH_GameButtonInScheme( s, var ) for( GameButton var=(GameButton)0; var<s->m_iButtonsPerController; enum_add<GameButton>( var, +1 ) )
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class InputMappings
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{
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public:
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// only filled for automappings
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RString m_sDeviceRegex;
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RString m_sDescription;
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// map from a GameInput to multiple DeviceInputs
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DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS];
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void Clear();
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void Unmap( InputDevice id );
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void WriteMappings( const InputScheme *pInputScheme, RString sFilePath );
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void ReadMappings( const InputScheme *pInputScheme, RString sFilePath, bool bIsAutoMapping );
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void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
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void ClearFromInputMap( const DeviceInput &DeviceI );
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bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
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};
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class InputMapper
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{
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public:
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InputMapper();
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~InputMapper();
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void SetInputScheme( const InputScheme *pInputScheme );
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const InputScheme *GetInputScheme() const;
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void SetJoinControllers( PlayerNumber pn );
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void ReadMappingsFromDisk();
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void SaveMappingsToDisk();
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void ClearAllMappings();
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void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
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void ClearFromInputMap( const DeviceInput &DeviceI );
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bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
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void AddDefaultMappingsForCurrentGameIfUnmapped();
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void AutoMapJoysticksForCurrentGame();
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bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut );
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bool IsMapped( const DeviceInput &DeviceI ) const;
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) const; // return true if there is a mapping from device to pad
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bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const; // return true if there is a mapping from pad to device
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GameButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid ) const;
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float GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const;
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL ) const;
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bool IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const;
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
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void RepeatStopKey( const GameInput &GameI );
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void RepeatStopKey( GameButton MenuI, PlayerNumber pn );
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float GetLevel( const GameInput &GameI ) const;
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float GetLevel( GameButton MenuI, PlayerNumber pn ) const;
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static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
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static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
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void Unmap( InputDevice device );
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void ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id );
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protected:
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InputMappings m_mappings;
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void UpdateTempDItoGI();
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const InputScheme *m_pInputScheme;
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};
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extern InputMapper* INPUTMAPPER; // global and accessable from anywhere in our program
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#endif
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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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* 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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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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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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* 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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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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