Most of Game is generic, but not all. Split the InputMapper-
specific stuff apart into InputScheme.
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@@ -4,14 +4,14 @@
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#include "RageUtil.h"
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#include "PrefsManager.h"
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int Game::GetNumGameplayButtons() const
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int InputScheme::GetNumGameplayButtons() const
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{
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int iIndexOfStart = ButtonNameToIndex( "Start" );
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ASSERT( iIndexOfStart != GameButton_Invalid );
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return iIndexOfStart;
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}
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GameButton Game::ButtonNameToIndex( const RString &sButtonName ) const
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GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
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{
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for( int i=0; i<m_iButtonsPerController; i++ )
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if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
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@@ -20,7 +20,7 @@ GameButton Game::ButtonNameToIndex( const RString &sButtonName ) const
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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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MenuButton InputScheme::GameInputToMenuButton( GameInput GameI ) const
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{
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FOREACH_MenuButton(i)
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if( m_DedicatedMenuButton[i] == GameI.button )
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@@ -36,7 +36,7 @@ MenuButton Game::GameInputToMenuButton( GameInput GameI ) const
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return MenuButton_INVALID; // invalid GameInput
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}
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void Game::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
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void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
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{
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ASSERT( MenuI != MenuButton_INVALID );
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