support MultiPlayer inputs

This commit is contained in:
Glenn Maynard
2006-07-01 02:16:38 +00:00
parent 6280cf2356
commit 94780b3fad
2 changed files with 18 additions and 11 deletions
+14 -7
View File
@@ -784,15 +784,19 @@ void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
}
bool InputMapper::IsButtonDown( const GameInput &GameI )
bool InputMapper::IsButtonDown( const GameInput &GameI, MultiPlayer mp )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
{
if( mp != MultiPlayer_INVALID )
DeviceI.device = MultiPlayerToInputDevice(mp);
if( INPUTFILTER->IsBeingPressed( DeviceI ) )
return true;
}
}
return false;
@@ -809,24 +813,27 @@ bool InputMapper::IsButtonDown( const MenuInput &MenuI )
return false;
}
bool InputMapper::IsButtonDown( const StyleInput &StyleI )
bool InputMapper::IsButtonDown( const StyleInput &StyleI, MultiPlayer mp )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return IsButtonDown( GameI );
return IsButtonDown( GameI, mp );
}
float InputMapper::GetSecsHeld( const GameInput &GameI )
float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
{
float fMaxSecsHeld = 0;
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
{
if( mp != MultiPlayer_INVALID )
DeviceI.device = MultiPlayerToInputDevice(mp);
fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
}
}
return fMaxSecsHeld;
@@ -845,11 +852,11 @@ float InputMapper::GetSecsHeld( const MenuInput &MenuI )
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( const StyleInput &StyleI )
float InputMapper::GetSecsHeld( const StyleInput &StyleI, MultiPlayer mp )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return GetSecsHeld( GameI );
return GetSecsHeld( GameI, mp );
}
void InputMapper::ResetKeyRepeat( const GameInput &GameI )