simplify (now InputMapper::ControllerToPlayerNumber logic is the
same as InputMapper::MenuToGame)
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@@ -763,8 +763,8 @@ bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInpu
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PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
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{
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if( GAMESTATE->GetCurrentStyle() )
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return GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber(controller);
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if( GAMESTATE->GetCurrentStyle() && GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_TWO_SIDES )
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return GAMESTATE->m_MasterPlayerNumber;
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else
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return (PlayerNumber) controller;
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}
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@@ -68,20 +68,6 @@ int Style::GameInputToColumn( const GameInput &GameI ) const
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}
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PlayerNumber Style::ControllerToPlayerNumber( GameController controller ) const
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{
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switch( m_StyleType )
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{
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case ONE_PLAYER_ONE_SIDE:
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case TWO_PLAYERS_TWO_SIDES:
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case TWO_PLAYERS_SHARED_SIDES:
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return (PlayerNumber)controller;
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case ONE_PLAYER_TWO_SIDES:
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return GAMESTATE->m_MasterPlayerNumber;
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DEFAULT_FAIL( m_StyleType );
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}
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}
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void Style::GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const
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{
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ASSERT( pn != PLAYER_INVALID );
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@@ -57,8 +57,6 @@ public:
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int GameInputToColumn( const GameInput &GameI ) const;
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RString ColToButtonName( int iCol ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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void GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const;
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void GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const;
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