FOREACH_GameButton

This commit is contained in:
Glenn Maynard
2006-09-27 04:29:12 +00:00
parent 755e18138e
commit 9e879c57a6
+4 -4
View File
@@ -40,7 +40,7 @@ InputMapper::~InputMapper()
void InputMapper::ClearAllMappings()
{
FOREACH_GameController( i )
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
FOREACH_GameButton(j)
for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
m_GItoDI[i][j][k].MakeInvalid();
}
@@ -49,7 +49,7 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
// Clear default mappings. Default mappings are in the third slot.
FOREACH_GameController( i )
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
FOREACH_GameButton(j)
ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
const Game* pGame = GAMESTATE->GetCurrentGame();
@@ -455,7 +455,7 @@ void InputMapper::Unmap( InputDevice id )
{
FOREACH_GameController( i )
{
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
FOREACH_GameButton(j)
{
for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
{
@@ -697,7 +697,7 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
FOREACH_GameController( p )
{
for( int b=0; b<MAX_GAME_BUTTONS; b++ )
FOREACH_GameButton(b)
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{