remove InputMapper::GetSecsHeld(StyleI)

This commit is contained in:
Glenn Maynard
2006-09-13 01:38:10 +00:00
parent 7da7f3af18
commit 9f54f1b248
4 changed files with 9 additions and 11 deletions
-7
View File
@@ -859,13 +859,6 @@ float InputMapper::GetSecsHeld( const MenuInput &MenuI )
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( const StyleInput &StyleI, PlayerNumber pn, MultiPlayer mp )
{
GameInput GameI;
StyleToGame( StyleI, pn, GameI );
return GetSecsHeld( GameI, mp );
}
void InputMapper::ResetKeyRepeat( const GameInput &GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
-1
View File
@@ -45,7 +45,6 @@ public:
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
float GetSecsHeld( const MenuInput &MenuI );
float GetSecsHeld( const StyleInput &StyleI, PlayerNumber pn, MultiPlayer mp = MultiPlayer_INVALID );
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
bool IsBeingPressed( const MenuInput &MenuI );
+6 -2
View File
@@ -1006,7 +1006,9 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
int iNumTracksHeld = 0;
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
const float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, pn );
GameInput GameI;
INPUTMAPPER->StyleToGame( t, pn, GameI );
const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
iNumTracksHeld++;
}
@@ -1487,7 +1489,9 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, pn, m_pPlayerState->m_mp );
GameInput GameI;
INPUTMAPPER->StyleToGame( t, pn, GameI );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( t, -1, now+(-PREFSMAN->m_fPadStickSeconds), true, false );
}
+3 -1
View File
@@ -886,7 +886,9 @@ void ScreenEdit::Update( float fDeltaTime )
{
for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
{
float fSecsHeld = INPUTMAPPER->GetSecsHeld( t, PLAYER_1 );
GameInput GameI;
INPUTMAPPER->StyleToGame( t, PLAYER_1, GameI );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() );
if( fSecsHeld == 0 )
continue;