Most of Game is generic, but not all. Split the InputMapper-

specific stuff apart into InputScheme.
This commit is contained in:
Glenn Maynard
2006-09-30 08:18:36 +00:00
parent 3460f79f54
commit 928e950006
4 changed files with 53 additions and 35 deletions
+4 -4
View File
@@ -4,14 +4,14 @@
#include "RageUtil.h"
#include "PrefsManager.h"
int Game::GetNumGameplayButtons() const
int InputScheme::GetNumGameplayButtons() const
{
int iIndexOfStart = ButtonNameToIndex( "Start" );
ASSERT( iIndexOfStart != GameButton_Invalid );
return iIndexOfStart;
}
GameButton Game::ButtonNameToIndex( const RString &sButtonName ) const
GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
@@ -20,7 +20,7 @@ GameButton Game::ButtonNameToIndex( const RString &sButtonName ) const
return GameButton_Invalid;
}
MenuButton Game::GameInputToMenuButton( GameInput GameI ) const
MenuButton InputScheme::GameInputToMenuButton( GameInput GameI ) const
{
FOREACH_MenuButton(i)
if( m_DedicatedMenuButton[i] == GameI.button )
@@ -36,7 +36,7 @@ MenuButton Game::GameInputToMenuButton( GameInput GameI ) const
return MenuButton_INVALID; // invalid GameInput
}
void Game::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
{
ASSERT( MenuI != MenuButton_INVALID );