more fixes to Oni and courses
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@@ -76,13 +76,13 @@ void InputMapper::SaveMappingsToDisk()
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// iterate over our input map and write all mappings to the ini file
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for( int i=0; i<MAX_INSTRUMENTS; i++ )
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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{
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for( int j=0; j<MAX_INSTRUMENT_BUTTONS; j++ )
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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{
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CString sNameString, sValueString;
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GameInput GameI( (InstrumentNumber)i, (InstrumentButton)j );
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GameInput GameI( (GameController)i, (GameButton)j );
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sNameString = GameI.toString();
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sValueString = ssprintf( "%s,%s,%s",
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m_GItoDI[i][j][0].toString(), m_GItoDI[i][j][1].toString(), m_GItoDI[i][j][2].toString() );
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@@ -105,7 +105,7 @@ void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIn
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ClearFromInputMap( DeviceI );
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ClearFromInputMap( GameI, iSlotIndex );
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m_GItoDI[GameI.number][GameI.button][iSlotIndex] = DeviceI;
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m_GItoDI[GameI.controller][GameI.button][iSlotIndex] = DeviceI;
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UpdateTempDItoGI();
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@@ -115,9 +115,9 @@ void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
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{
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// search for where this DeviceI maps to
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for( int p=0; p<MAX_INSTRUMENTS; p++ )
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for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
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{
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for( int b=0; b<MAX_INSTRUMENT_BUTTONS; b++ )
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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@@ -135,7 +135,7 @@ void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
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if( GameI.IsBlank() )
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return;
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m_GItoDI[GameI.number][GameI.button][iSlotIndex].MakeBlank();
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m_GItoDI[GameI.controller][GameI.button][iSlotIndex].MakeBlank();
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UpdateTempDItoGI();
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}
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@@ -153,13 +153,13 @@ void InputMapper::UpdateTempDItoGI()
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// repopulate m_tempDItoGI
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for( int n=0; n<MAX_INSTRUMENTS; n++ )
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for( int n=0; n<MAX_GAME_CONTROLLERS; n++ )
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{
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for( int b=0; b<MAX_INSTRUMENT_BUTTONS; b++ )
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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GameInput GameI( (InstrumentNumber)n, (InstrumentButton)b );
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GameInput GameI( (GameController)n, (GameButton)b );
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DeviceInput DeviceI = m_GItoDI[n][b][s];
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if( DeviceI.IsBlank() )
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@@ -174,12 +174,12 @@ void InputMapper::UpdateTempDItoGI()
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bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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{
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GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
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return GameI.number != PLAYER_INVALID;
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return GameI.controller != PLAYER_INVALID;
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}
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bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
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{
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DeviceI = m_GItoDI[GameI.number][GameI.button][iSoltNum];
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DeviceI = m_GItoDI[GameI.controller][GameI.button][iSoltNum];
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return DeviceI.device != DEVICE_NONE;
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}
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