smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "InputQueue.h"
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#include "RageTimer.h"
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#include "RageLog.h"
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#include "InputEventPlus.h"
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#include "Foreach.h"
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#include "InputMapper.h"
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InputQueue* INPUTQUEUE = NULL; // global and accessable from anywhere in our program
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const unsigned MAX_INPUT_QUEUE_LENGTH = 32;
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InputQueue::InputQueue()
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{
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FOREACH_ENUM( GameController, gc )
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m_aQueue[gc].resize( MAX_INPUT_QUEUE_LENGTH );
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}
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void InputQueue::RememberInput( const InputEventPlus &iep )
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{
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if( !iep.GameI.IsValid() )
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return;
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int c = iep.GameI.controller;
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if( m_aQueue[c].size() >= MAX_INPUT_QUEUE_LENGTH ) // full
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m_aQueue[c].erase( m_aQueue[c].begin(), m_aQueue[c].begin() + (m_aQueue[c].size()-MAX_INPUT_QUEUE_LENGTH+1) );
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m_aQueue[c].push_back( iep );
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}
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bool InputQueue::WasPressedRecently( GameController c, const GameButton button, const RageTimer &OldestTimeAllowed, InputEventPlus *pIEP )
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{
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for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
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const InputEventPlus &iep = m_aQueue[c][queue_index];
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if( iep.DeviceI.ts < OldestTimeAllowed ) // buttons are too old. Stop searching because we're not going to find a match
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return false;
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if( iep.GameI.button != button )
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continue;
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if( pIEP != NULL )
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*pIEP = iep;
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return true;
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}
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return false; // didn't find the button
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}
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void InputQueue::ClearQueue( GameController c )
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{
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m_aQueue[c].clear();
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}
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static const float g_fSimultaneousThreshold = 0.05f;
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bool InputQueueCode::EnteredCode( GameController controller ) const
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{
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if( controller == GameController_Invalid )
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return false;
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if( m_aPresses.size() == 0 )
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return false;
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RageTimer OldestTimeAllowed;
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if( m_fMaxSecondsBack == -1 )
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OldestTimeAllowed.SetZero();
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else
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OldestTimeAllowed += -m_fMaxSecondsBack;
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// iterate newest to oldest
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int iSequenceIndex = m_aPresses.size()-1; // count down
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const vector<InputEventPlus> &aQueue = INPUTQUEUE->GetQueue( controller );
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int iQueueIndex = aQueue.size()-1;
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while( iQueueIndex >= 0 )
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{
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/* If the buttons are too old, stop searching because we're not going to find a match. */
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if( !OldestTimeAllowed.IsZero() && aQueue[iQueueIndex].DeviceI.ts < OldestTimeAllowed )
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return false;
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/* If the last press is an input type we're not interested in, skip it
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* and look again. */
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const ButtonPress &Press = m_aPresses[iSequenceIndex];
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if( !Press.m_InputTypes[aQueue[iQueueIndex].type] )
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{
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--iQueueIndex;
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continue;
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}
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/* Search backwards for all of Press.m_aButtonsToPress pressed within g_fTapThreshold seconds
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* with m_aButtonsToHold pressed. Start looking at iQueueIndex. */
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RageTimer OldestTimeAllowedForTap( aQueue[iQueueIndex].DeviceI.ts );
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OldestTimeAllowedForTap += -g_fSimultaneousThreshold;
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bool bMatched = false;
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int iMinSearchIndexUsed = iQueueIndex;
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for( int b=0; b<(int) Press.m_aButtonsToPress.size(); ++b )
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{
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const InputEventPlus *pIEP = NULL;
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int iQueueSearchIndex = iQueueIndex;
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for( ; iQueueSearchIndex>=0; --iQueueSearchIndex ) // iterate newest to oldest
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{
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const InputEventPlus &iep = aQueue[iQueueSearchIndex];
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if( iep.DeviceI.ts < OldestTimeAllowedForTap ) // buttons are too old. Stop searching because we're not going to find a match
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break;
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if( !Press.m_InputTypes[iep.type] )
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continue;
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if( iep.GameI.button == Press.m_aButtonsToPress[b] )
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{
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pIEP = &iep;
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break;
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}
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}
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if( pIEP == NULL )
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break; // didn't find the button
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// Check that m_aButtonsToHold were being held when the buttons were pressed.
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bool bAllHeldButtonsOK = true;
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for( unsigned i=0; i<Press.m_aButtonsToHold.size(); i++ )
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{
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GameInput gi( controller, Press.m_aButtonsToHold[i] );
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if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_Invalid, &pIEP->InputList) )
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bAllHeldButtonsOK = false;
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}
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for( unsigned i=0; i<Press.m_aButtonsToNotHold.size(); i++ )
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{
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GameInput gi( controller, Press.m_aButtonsToNotHold[i] );
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if( INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_Invalid, &pIEP->InputList) )
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bAllHeldButtonsOK = false;
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}
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if( !bAllHeldButtonsOK )
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continue;
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iMinSearchIndexUsed = min( iMinSearchIndexUsed, iQueueSearchIndex );
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if( b == (int) Press.m_aButtonsToPress.size()-1 )
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bMatched = true;
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}
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if( !bMatched )
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{
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/* The press wasn't matched. If m_bAllowIntermediatePresses is true,
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* skip the last press, and look again. */
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if( !Press.m_bAllowIntermediatePresses )
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return false;
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--iQueueIndex;
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continue;
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}
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if( iSequenceIndex == 0 )
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{
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// we matched the whole pattern. Empty the queue so we don't match on it again.
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INPUTQUEUE->ClearQueue( controller );
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return true;
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}
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/* The press was matched. */
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iQueueIndex = iMinSearchIndexUsed - 1;
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--iSequenceIndex;
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}
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return false;
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}
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bool InputQueueCode::Load( RString sButtonsNames )
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{
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m_aPresses.clear();
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vector<RString> asPresses;
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split( sButtonsNames, ",", asPresses, false );
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FOREACH( RString, asPresses, sPress )
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{
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vector<RString> asButtonNames;
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split( *sPress, "-", asButtonNames, false );
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if( asButtonNames.size() < 1 )
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{
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if( sButtonsNames != "" )
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LOG->Trace( "Ignoring empty code \"%s\".", sButtonsNames.c_str() );
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return false;
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}
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m_aPresses.push_back( ButtonPress() );
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for( unsigned i=0; i<asButtonNames.size(); i++ ) // for each button in this code
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{
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RString sButtonName = asButtonNames[i];
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bool bHold = false;
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bool bNotHold = false;
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while(1)
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{
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if( sButtonName.Left(1) == "+" )
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{
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m_aPresses.back().m_InputTypes[IET_REPEAT] = true;
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sButtonName.erase(0, 1);
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}
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else if( sButtonName.Left(1) == "~" )
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{
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m_aPresses.back().m_InputTypes[IET_FIRST_PRESS] = false;
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m_aPresses.back().m_InputTypes[IET_RELEASE] = true;
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sButtonName.erase(0, 1);
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}
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else if( sButtonName.Left(1) == "@" )
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{
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sButtonName.erase(0, 1);
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bHold = true;
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}
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else if( sButtonName.Left(1) == "!" )
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{
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sButtonName.erase(0, 1);
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bNotHold = true;
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}
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else
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{
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break;
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}
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}
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// Search for the corresponding GameButton
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const GameButton gb = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( sButtonName );
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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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m_aPresses.clear();
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return false;
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}
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if( bHold )
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m_aPresses.back().m_aButtonsToHold.push_back( gb );
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else if( bNotHold )
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m_aPresses.back().m_aButtonsToNotHold.push_back( gb );
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else
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m_aPresses.back().m_aButtonsToPress.push_back( gb );
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}
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}
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if( m_aPresses.size() == 1 )
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m_fMaxSecondsBack = 0.55f;
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else
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m_fMaxSecondsBack = (m_aPresses.size()-1)*0.6f;
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// if we make it here, we found all the buttons in the code
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return true;
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}
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/*
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* (c) 2001-2007 Chris Danford, Glenn Maynard
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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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